--- name: godot-ui-theming description: "Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode." --- # UI Theming Theme resources, StyleBox styling, font management, and override system define consistent UI visual identity. ## Available Scripts ### [global_theme_manager.gd](scripts/global_theme_manager.gd) Expert theme manager with dynamic switching, theme variants, and fallback handling. ### [ui_scale_manager.gd](scripts/ui_scale_manager.gd) Runtime theme switching and DPI/Resolution scale management. ### [theme_swapper.gd](scripts/theme_swapper.gd) Dynamic Dark/Light mode implementation using cascading theme root propagation. ### [danger_button_assignment.gd](scripts/danger_button_assignment.gd) Expert use of `theme_type_variation` for semantic UI styling without scene duplication. ### [dynamic_stylebox_color.gd](scripts/dynamic_stylebox_color.gd) Safe runtime StyleBox modification. Demonstrates the critical `duplicate()` pattern for isolated overrides. ### [procedural_theme_safe.gd](scripts/procedural_theme_safe.gd) Reliable theming for generated UI elements using `NOTIFICATION_THEME_CHANGED`. ### [custom_chart_drawing.gd](scripts/custom_chart_drawing.gd) Pattern for reading active Theme properties (colors, fonts) in custom `_draw()` logic. ### [theme_isolation.gd](scripts/theme_isolation.gd) Ensuring HUD consistency by isolating nodes from parent themes and referencing Project Defaults. ### [pulsating_ui_theme.gd](scripts/pulsating_ui_theme.gd) Animating UI styles via Tweens. Targets StyleBox properties directly after duplication. ### [crisp_ui_scaler.gd](scripts/crisp_ui_scaler.gd) High-quality resolution-independent scaling using `content_scale_factor` to maintain font crispness. ### [memory_safe_custom_drawing.gd](scripts/memory_safe_custom_drawing.gd) Fixing the "disappearing stylebox" bug by caching resources at the class level for the RenderingServer. ### [rtl_theme_mirroring.gd](scripts/rtl_theme_mirroring.gd) Bi-directional (RTL/LTR) UI support. Swaps theme variants dynamically based on layout direction. ## NEVER Do in UI Theming - **NEVER create StyleBox in `_ready()` for many nodes** — Instantiating `StyleBoxFlat.new()` 100 times creates 100 unique objects. Use a Theme resource for shared heritage. - **NEVER forget theme inheritance** — Parent themes are ignored if a child has its own theme. Apply themes at the root and use `theme_type_variation` for specific overrides. - **NEVER hardcode colors in StyleBox** — Use `theme.get_color()` to maintain a single source of truth for your palette. - **NEVER use `add_theme_override` for global styles** — This is brittle. Define styles in a Theme resource for automatic propagation across the project. - **NEVER modify theme resources during `_draw()` OR `_process()`** — Frequent layout recalculations will severely degrade performance. - **NEVER assign `StyleBoxEmpty` to focus styles without a fallback** — This invisibly breaks controller/keyboard navigation [1]. Always provide a visible alternative (e.g. scale change). - **NEVER use standard `set()` for theme properties** — Calling `node.set("font_color", red)` fails. You MUST use the dedicated `add_theme_color_override()` API [3]. - **NEVER use `expand_margin_*` to increase clickable area** — It only expands the VISUAL bounds. Use `content_margin_*` on the StyleBox or adjust the Control's size to ensure input works [5]. - **NEVER define StyleBoxes as local variables inside `_draw()`** — They will be garbage collected before the RenderingServer can finish drawing them [7]. Store at class level. - **NEVER duplicate scenes/themes just to change one color** — Use `theme_type_variation` to create lightweight derived styles (e.g. "DangerButton") within the same Theme [8]. - **NEVER skip `corner_radius_all` shortcut** — It's a useful shorthand for uniform rounding in `StyleBoxFlat`. --- 1. Project Settings → **GUI → Theme** 2. Create new Theme resource 3. Assign to root Control node 4. All children inherit theme ## StyleBox Pattern ```gdscript # Create StyleBoxFlat for buttons var style := StyleBoxFlat.new() style.bg_color = Color.DARK_BLUE style.corner_radius_top_left = 5 style.corner_radius_top_right = 5 style.corner_radius_bottom_left = 5 style.corner_radius_bottom_right = 5 # Apply to button $Button.add_theme_stylebox_override("normal", style) ``` ## Font Loading ```gdscript # Load custom font var font := load("res://fonts/my_font.ttf") $Label.add_theme_font_override("font", font) $Label.add_theme_font_size_override("font_size", 24) ``` ## Expert Theming Patterns ### 1. Shared-Color-Palette (The Static Pattern) Maintain a single source of truth for UI colors accessible to both the Theme Editor and GDScript. - **Theme Setup**: In your `.theme` file, create a custom type called `Palette` and add `Color` items (e.g., `primary`, `danger`, `accent`). - **Static Access**: Use a `SharedPalette` class with `static func get_primary() -> Color` that pulls from `ThemeDB.get_project_theme()`. This ensures UI scripts and the visual theme never drift. ### 2. Theme-Type-Variations Avoid duplicating button scenes or styleboxes for variants like "Danger" or "Ghost" styles. - **Implementation**: In the Theme Editor, create a new **Type Variation**. Set its **Base Type** to `Button`. - **Inheritance**: The variation inherits all properties from the base type. You only override what's different (e.g., set `font_color` to red for `DangerButton`). - **Usage**: Assign via code `node.theme_type_variation = &"DangerButton"` or via the Inspector dropdown. ### 3. Runtime-Theme-Swapping (Accessibility) Efficiently switch the visual style of the entire game for Light, Dark, or High-Contrast modes. - **Cascading Updates**: Assign a new `Theme` resource to the **root** Control node. Godot propagates this to every descendant. - **Accessibility**: Use `NOTIFICATION_THEME_CHANGED` to update elements that don't support automatic theming (like custom `_draw()` logic or RichText effects). - **High-Contrast**: Ensure High-Contrast themes use pure black/white and thicker focus outlines for low-vision accessibility. ### 4. Themed-Asset-Loading (Seasonal Variants) Godot Themes support more than just colors and fonts—they can store textures. - **Setup**: Define UI icons as **Icon** items within separate Theme resources (e.g., `halloween.theme`, `christmas.theme`). - **Swapping**: Swapping the root theme resource instantly cascades the new icon textures across all buttons and panels without manual logic. ### 5. UI-Focus-Manager (Dynamic Controller Icons) Standard focus styles are static. For professional UX, swap controller icons based on the connected device. - **Detection**: Use `Input.get_joy_name(device)` to identify the controller (e.g., "PS4 Controller", "Xbox One Controller"). - **Implementation**: ```gdscript func _on_joy_connection_changed(device: int, connected: bool): if connected: var joy_name = Input.get_joy_name(device).to_lower() if "xbox" in joy_name: _set_prompt_icons("res://ui/icons/xbox/") elif "playstation" in joy_name or "ps" in joy_name: _set_prompt_icons("res://ui/icons/ps/") ``` - **Interpolation**: When a node gains focus, use a `Tween` to move a dedicated "Highlight Panel" to the node's `get_global_rect()`. ### 6. Asset-Dependency-Audit (Draw-Call Reduction) Ensuring UI textures are optimized for rendering performance. - **Atlas Packing**: Use `AtlasTexture` to crop small UI elements from a singular large sheet. This reduces VRAM state changes and minimizes draw calls [14]. - **Compression Policy**: - **2D/Pixel Art**: Use **Lossless** compression to avoid blurry artifacts [15]. - **UI Backgrounds**: Use **Lossy** or **Basis Universal** for large illustrations to save disk space without decreasing VRAM usage [15]. - **Audit**: Use `ResourceLoader.get_dependencies(scene_path)` to ensure no uncompressed raw assets (e.g. `.png`) are leaking into the final export [19]. ## Reference - [Godot Docs: GUI Theming](https://docs.godotengine.org/en/stable/tutorials/ui/gui_skinning.html) ### Related - Master Skill: [godot-master](../godot-master/SKILL.md)