--- name: godot-ui-containers description: "Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtual_list, stretch_shrink, size_flags, EXPAND_FILL, anchors, responsive." --- ## Decision Tree: Container type → script | Need | Prefer | MANDATORY script | |------|--------|------------------| | Breakpoint shell / full-screen adaptive root | Margin + Box containers | [responsive_layout_builder.gd](scripts/responsive_layout_builder.gd) | | Fixed columns that change with width | `GridContainer` | [responsive_grid.gd](scripts/responsive_grid.gd) / [responsive_inventory_grid.gd](scripts/responsive_inventory_grid.gd) | | Wrapping chips / tags | `HFlowContainer` | [responsive_tag_cloud.gd](scripts/responsive_tag_cloud.gd) | | Thousands of scroll rows | Virtual pool (not raw children) | [virtual_list.gd](scripts/virtual_list.gd) | | Log/chat autoscroll | `ScrollContainer` | [terminal_autoscroll.gd](scripts/terminal_autoscroll.gd) | | 3D character/item preview in UI | `SubViewportContainer` | [viewport_3d_preview.gd](scripts/viewport_3d_preview.gd) | | Deep nesting causing layout spikes | Anchors/offsets instead | [performance_anchor_layout.gd](scripts/performance_anchor_layout.gd) | | Radial/wheel menus | Custom `Container` | [custom_radial_container.gd](scripts/custom_radial_container.gd) | ## Do-NOT-Load (by scenario) | Scenario | Load | Do NOT load | |----------|------|-------------| | Inventory / shop grid | `responsive_grid.gd` / `responsive_inventory_grid.gd` | `custom_radial_container.gd`, `viewport_3d_preview.gd` | | Tag cloud / chip wrap | `responsive_tag_cloud.gd` | Grid column scripts, `virtual_list.gd` | | Thousands of log/chat rows | `virtual_list.gd` + `terminal_autoscroll.gd` | Inventory/radial/viewport scripts | | 3D item/character preview | `viewport_3d_preview.gd` | Radial menu + inventory grid scripts | | Radial / wheel menu | `custom_radial_container.gd` | Virtual list + tag cloud | | Deep nesting / layout spikes | `performance_anchor_layout.gd` | Full responsive builder catalog | ## Available Scripts ### [virtual_list.gd](scripts/virtual_list.gd) Virtual List Pooling — recycle a small Control pool + spacer height for O(1) ScrollContainer rows. ### [responsive_layout_builder.gd](scripts/responsive_layout_builder.gd) Expert container builder with breakpoint-based responsive layouts. ### [responsive_grid.gd](scripts/responsive_grid.gd) Auto-adjusting GridContainer that changes column count based on available width. ### [responsive_inventory_grid.gd](scripts/responsive_inventory_grid.gd) Expert logic for dynamic Grid columns based on available width and item minimum size. ### [terminal_autoscroll.gd](scripts/terminal_autoscroll.gd) Safe ScrollContainer management. Handles the common "one-frame delay" bug when adding logs or chat. ### [viewport_3d_preview.gd](scripts/viewport_3d_preview.gd) High-performance 3D-in-UI setup. Uses `stretch_shrink` and `transparent_bg` for character previews. ### [dynamic_tab_manager.gd](scripts/dynamic_tab_manager.gd) Pattern for dynamic tab spawning, custom titles, and tab closing logic. ### [responsive_tag_cloud.gd](scripts/responsive_tag_cloud.gd) Wrapping item lists using `HFlowContainer`, essential for tag clouds and responsive menus. ### [performance_anchor_layout.gd](scripts/performance_anchor_layout.gd) Optimization architecture. Replaces deep container nesting with lightweight Anchor and Offset logic. ### [custom_radial_container.gd](scripts/custom_radial_container.gd) Expert custom container logic implementing a radial/circle layout via `NOTIFICATION_SORT_CHILDREN`. ### [animated_container_shuffle.gd](scripts/animated_container_shuffle.gd) Dynamic sibling reordering and animation logic for interactive UI lists. ### [aspect_ratio_mini_map.gd](scripts/aspect_ratio_mini_map.gd) Enforcing strict aspect ratios (e.g. 1:1, 16:9) across fluid window resizes using `AspectRatioContainer`. ### [container_size_flags_pro.gd](scripts/container_size_flags_pro.gd) Advanced sizing logic using `SIZE_EXPAND_FILL` and `stretch_ratio` for weighted layouts. ## NEVER Do in UI Containers - NEVER ignore **`mouse_filter`** properties; strictly set to `PASS` or `IGNORE` on overlay containers to prevent them from blocking clicks to underlying buttons. - NEVER instantiate thousands of nodes in a `ScrollContainer`; strictly use **Virtual List Pooling** — **MANDATORY read** [virtual_list.gd](scripts/virtual_list.gd) (`VScrollBar` hook + single spacer child) for O(1) rendering performance. - NEVER manually calculate card dimensions for responsive grids; strictly use an **`AspectRatioContainer`** to lock proportions (e.g., 2:3 ratio) while allowing parent containers to handle scaling. - **NEVER manually set child `position` or `size` in a Container** — Containers override child transforms during `queue_sort()`. Use `custom_minimum_size` or `size_flags` instead [1]. - **NEVER forget `size_flags` for expansion** — Default is `SIZE_SHRINK_BEGIN`. Children will stay tiny unless you set `SIZE_EXPAND_FILL` for responsive containers. - **NEVER use `GridContainer` without setting `columns`** — Default is 1, creating a simple vertical list. For responsive wrapping, use `HFlowContainer` instead [8]. - **NEVER nest containers too deeply (10+ levels)** — Heavy nesting causes layout recalculation spikes. Replace intermediate containers with Anchor Layouts for static padding [16]. - **NEVER skip separation overrides** — Default theme separation is often too tight. Use `add_theme_constant_override("separation", value)` for professional breathing room. - **NEVER use `ScrollContainer` without a minimum size** — Without it, the container may collapse to zero or expand infinitely, breaking the scroll mechanism. - **NEVER scroll to a new child on the same frame it was added** — The layout hasn't updated yet. You MUST `await get_tree().process_frame` before setting `scroll_vertical` [5]. - **NEVER scale a `SubViewportContainer` to change its size** — This distorts the rendered contents. Adjust margins or use `stretch` and `stretch_shrink` properties instead [2]. - **NEVER leave `mouse_filter` on default for layered Viewports** — Input events might not reach children. Use `MOUSE_FILTER_PASS` or `STOP` to ensure events drill down [6]. - **NEVER use `GridContainer` for responsive wrapping** — Use `HFlowContainer` if you want items to wrap based on width. GridContainer enforces a strict column count [7]. - **NEVER animate `position` directly inside a container** — Use `Tween` on `custom_minimum_size` to smoothly "push" siblings during transitions [1]. --- ## Expert Layout Patterns ### 1. Split-Screen-Container (Dynamic) Standard pattern for local multiplayer or comparisons using `HSplitContainer`. ```gdscript # split_screen.gd func setup_split(v1: SubViewport, v2: SubViewport): var hsplit = HSplitContainer.new() var c1 = SubViewportContainer.new() c1.stretch = true # Resize viewport to match container c1.add_child(v1) hsplit.add_child(c1) # repeat for c2/v2... ``` ### 2. Virtual List ScrollContainer (Pooling) High-performance list for thousands of items. **MANDATORY**: implement via [virtual_list.gd](scripts/virtual_list.gd) (`setup_pool` + `set_data`) — do not paste a one-off scroll recycler inline. ### 3. Aspect-Ratio-Locked Cards Responsive cards that maintain proportions (e.g., 2:3) in any grid or flow container. ```gdscript # card_grid.gd func add_card(texture: Texture2D): var arc = AspectRatioContainer.new() arc.ratio = 0.66 # 2:3 proportions arc.stretch_mode = AspectRatioContainer.STRETCH_FIT var tr = TextureRect.new() tr.texture = texture tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED arc.add_child(tr) grid_container.add_child(arc) ``` > Size-flag recipes: **MANDATORY** [container_size_flags_pro.gd](scripts/container_size_flags_pro.gd) — do not paste beginner `SIZE_EXPAND_FILL` tutorials inline. ## Deep recipes (on demand) > LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in `scripts/` — never delete, only move. | Topic | Reference | |-------|-----------| | Anchors, flags, separation | [container-layout-recipes.md](references/container-layout-recipes.md) | ## Reference > Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice. ### Official Documentation - [Using Containers](https://docs.godotengine.org/en/stable/tutorials/ui/gui_containers.html) — Canonical guide for box/grid/flow/split containers, size flags, and when Containers override child transforms. - [Size and anchors](https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html) — Anchor presets and offsets for responsive Control placement when you intentionally skip deep Container nesting. - [Control node gallery](https://docs.godotengine.org/en/stable/tutorials/ui/control_node_gallery.html) — Visual catalog of Control/Container types so agents pick HFlow vs Grid vs Split correctly. - [Custom GUI controls](https://docs.godotengine.org/en/stable/tutorials/ui/custom_gui_controls.html) — NOTIFICATION_SORT_CHILDREN and fit_child_in_rect patterns required for custom radial/layouts. - [GUI navigation](https://docs.godotengine.org/en/stable/tutorials/ui/gui_navigation.html) — Focus neighbors and keyboard/gamepad traversal across container-built menus. - [Multiple resolutions](https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html) — Stretch modes and content scale that interact with container-driven responsive UI. - [Control](https://docs.godotengine.org/en/stable/classes/class_control.html) — size_flags_*, custom_minimum_size, mouse_filter, and anchors APIs every layout script uses. - [Container](https://docs.godotengine.org/en/stable/classes/class_container.html) — Base sort lifecycle (queue_sort / SORT_CHILDREN) that forbids manual child position/size. - [ScrollContainer](https://docs.godotengine.org/en/stable/classes/class_scrollcontainer.html) — Scroll bars, minimum size pitfalls, and post-frame scroll_vertical updates for log/chat UIs. - [HFlowContainer](https://docs.godotengine.org/en/stable/classes/class_hflowcontainer.html) — Width-based wrapping for tag clouds and chip lists (prefer over fixed-column GridContainer). - [AspectRatioContainer](https://docs.godotengine.org/en/stable/classes/class_aspectratiocontainer.html) — Lock card/minimap proportions under fluid parent sizes. - [SubViewportContainer](https://docs.godotengine.org/en/stable/classes/class_subviewportcontainer.html) — stretch / stretch_shrink for 3D-in-UI previews without scaling distortion. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Scene tree ownership, Control roots, and project layout conventions every responsive menu assumes before wiring containers. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Typed Control APIs, `@onready`, and safe child rebuild loops used when building grids/tabs at runtime. - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Resize, tab-changed, and inventory-refresh signals should flow signal-up / call-down so layout scripts never own game state. #### Complements - [godot-ui-theming](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-theming/SKILL.md) — Theme constants (`separation`, margins) and type variations style container chrome without hardcoding colors in layout code. - [godot-ui-rich-text](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-rich-text/SKILL.md) — RichTextLabel minimum sizes and BBCode content drive ScrollContainer height; pair after the layout shell exists. - [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Animate `custom_minimum_size` / reorder feedback instead of tweening `position` inside Containers. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Focus, mouse_filter, and action maps for interactive lists/tabs built from Containers. - [godot-adapt-desktop-to-mobile](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-adapt-desktop-to-mobile/SKILL.md) — Breakpoint-driven column counts and safe-area margins compose with responsive Grid/HFlow builders. - [godot-inventory-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-inventory-system/SKILL.md) — Inventory grids consume responsive column logic; containers present slots, inventory owns item truth. - [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — Virtual list pooling and shallow anchor layouts when ScrollContainer would otherwise spawn thousands of Controls. #### Downstream / consumers - [godot-dialogue-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-dialogue-system/SKILL.md) — Dialogue choice lists and history panels are Scroll/VBox layouts that reuse autoscroll and separation patterns. - [godot-genre-card-game](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-card-game/SKILL.md) — Hand arcs, drag layers, and deck UIs assemble AspectRatio/HFlow containers around card Resources. - [godot-composition-apps](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition-apps/SKILL.md) — Tooling/app UIs reuse the same Container size-flag and split patterns outside gameplay HUDs. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Router and mirrored module entry for UI Containers when agents start from the library index.