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Custom GUI controls¶
So many controls...¶
Yet there are never enough. Creating your own custom controls that act just the way you want them to is an obsession of almost every GUI programmer. Godot provides plenty of them, but they may not work exactly the way you want. Before contacting the developers with a pull-request to support diagonal scrollbars, at least it will be good to know how to create these controls easily from script.
Drawing¶
For drawing, it is recommended to check the Custom drawing in 2D tutorial. The same applies. Some functions are worth mentioning due to their usefulness when drawing, so they will be detailed next:
Checking control size¶
Unlike 2D nodes, "size" is important with controls, as it helps to
organize them in proper layouts. For this, the
Control.size
property is provided. Checking it during _draw()
is vital to ensure
everything is kept in-bounds.
Checking focus¶
Some controls (such as buttons or text editors) might provide input focus for keyboard or joypad input. Examples of this are entering text or pressing a button. This is controlled with the Control.focus_mode property. When drawing, and if the control supports input focus, it is always desired to show some sort of indicator (highlight, box, etc.) to indicate that this is the currently focused control. To check for this status, the Control.has_focus() method exists. Example
func _draw():
if has_focus():
draw_selected()
else:
draw_normal()
public override void _Draw()
{
if (HasFocus())
{
DrawSelected()
}
else
{
DrawNormal();
}
}
Sizing¶
As mentioned before, size is important to controls. This allows them to lay out properly, when set into grids, containers, or anchored. Controls, most of the time, provide a minimum size to help properly lay them out. For example, if controls are placed vertically on top of each other u