Control

Inherits: CanvasItem < Node < Object

Inherited By: BaseButton, ColorRect, Container, GraphEdit, ItemList, Label, LineEdit, NinePatchRect, Panel, Popup, Range, ReferenceRect, RichTextLabel, Separator, Tabs, TextEdit, TextureRect, Tree, VideoPlayer

Category: Core

Brief Description

All user interface nodes inherit from Control. A control’s anchors and margins adapt its position and size relative to its parent.

Methods

bool _clips_input ( ) virtual
Vector2 _get_minimum_size ( ) virtual
void _gui_input ( InputEvent event ) virtual
Object _make_custom_tooltip ( String for_text ) virtual
void accept_event ( )
void add_color_override ( String name, Color color )
void add_constant_override ( String name, int constant )
void add_font_override ( String name, Font font )
void add_icon_override ( String name, Texture texture )
void add_shader_override ( String name, Shader shader )
void add_stylebox_override ( String name, StyleBox stylebox )
bool can_drop_data ( Vector2 position, Variant data ) virtual
void drop_data ( Vector2 position, Variant data ) virtual
void force_drag ( Variant data, Control preview )
float get_anchor ( Margin margin ) const
Vector2 get_begin ( ) const
Color get_color ( String name, String type=”” ) const
Vector2 get_combined_minimum_size ( ) const
int get_constant ( String name, String type=”” ) const
CursorShape get_cursor_shape ( Vector2 position=Vector2( 0, 0 ) ) const
Variant get_drag_data ( Vector2 position ) virtual
Vector2 get_end ( ) const
NodePath get_focus_neighbour ( Margin margin ) const
Control get_focus_owner ( ) const
Font get_font ( String name, String type=”” ) const
Rect2 get_global_rect ( ) const
Texture get_icon ( String name, String type=”” ) const
float get_margin ( Margin margin ) const
Vector2 get_minimum_size ( ) const
Vector2 get_parent_area_size ( ) const
Control get_parent_control ( ) const
Rect2 get_rect ( ) const
float get_rotation ( ) const
StyleBox get_stylebox ( String name, String type=”” ) const
String get_tooltip ( Vector2 at_position=Vector2( 0, 0 ) ) const
void grab_click_focus ( )
void grab_focus ( )
bool has_color ( String name, String type=”” ) const
bool has_color_override ( String name ) const
bool has_constant ( String name, String type=”” ) const
bool has_constant_override ( String name ) const
bool has_focus ( ) const
bool has_font ( String name, String type=”” ) const
bool has_font_override ( String name ) const
bool has_icon ( String name, String type=”” ) const
bool has_icon_override ( String name ) const
bool has_point ( Vector2 point ) virtual
bool has_shader_override ( String name ) const
bool has_stylebox ( String name, String type=”” ) const
bool has_stylebox_override ( String name ) const
void minimum_size_changed ( )
void release_focus ( )
void set_anchor ( Margin margin, float anchor, bool keep_margin=false, bool push_opposite_anchor=true )
void set_anchor_and_margin ( Margin margin, float anchor, float offset, bool push_opposite_anchor=false )
void set_anchors_and_margins_preset ( LayoutPreset preset, LayoutPresetMode resize_mode=0, int margin=0 )
void set_anchors_preset ( LayoutPreset preset, bool keep_margins=false )
void set_begin ( Vector2 position )
void set_drag_forwarding ( Control target )
void set_drag_preview ( Control control )
void set_end ( Vector2 position )
void set_focus_neighbour ( Margin margin, NodePath neighbour )
void set_global_position ( Vector2 position, bool keep_margins=false )
void set_margin ( Margin margin, float offset )
void set_margins_preset ( LayoutPreset preset, LayoutPresetMode resize_mode=0, int margin=0 )
void set_position ( Vector2 position, bool keep_margins=false )
void set_rotation ( float radians )
void set_size ( Vector2 size, bool keep_margins=false )
void show_modal ( bool exclusive=false )
void warp_mouse ( Vector2 to_position )

Signals

  • focus_entered ( )

Emitted when the node gains keyboard focus.


  • focus_exited ( )

Emitted when the node loses keyboard focus.


Emitted when the node receives an InputEvent.


  • minimum_size_changed ( )

Emitted when the node’s minimum size changes.


  • modal_closed ( )

Emitted when a modal Control is closed. See show_modal.


  • mouse_entered ( )

Emitted when the mouse enters the control’s Rect area, provided its mouse_filter lets the event reach it.


  • mouse_exited ( )

Emitted when the mouse leaves the control’s Rect area, provided its mouse_filter lets the event reach it.


  • resized ( )

Emitted when the control changes size.


  • size_flags_changed ( )

Emitted when one of the size flags changes. See size_flags_horizontal and size_flags_vertical.

Enumerations

enum FocusMode:

  • FOCUS_NONE = 0 — The node cannot grab focus. Use with focus_mode.
  • FOCUS_CLICK = 1 — The node can only grab focus on mouse clicks. Use with focus_mode.
  • FOCUS_ALL = 2 — The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with focus_mode.

enum CursorShape:

  • CURSOR_ARROW = 0 — Show the system’s arrow mouse cursor when the user hovers the node. Use with mouse_default_cursor_shape.
  • CURSOR_IBEAM = 1 — Show the system’s I-beam mouse cursor when the user hovers the node. The I-beam pointer has a shape similar to “I”. It tells the user they can highlight or insert text.
  • CURSOR_POINTING_HAND = 2 — Show the system’s pointing hand mouse cursor when the user hovers the node.
  • CURSOR_CROSS = 3 — Show the system’s cross mouse cursor when the user hovers the node.
  • CURSOR_WAIT = 4 — Show the system’s wait mouse cursor, often an hourglass, when the user hovers the node.
  • CURSOR_BUSY = 5 — Show the system’s busy mouse cursor when the user hovers the node. Often an hourglass.
  • CURSOR_DRAG = 6 — Show the system’s drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they’re currently dragging an item, like a node in the Scene dock.
  • CURSOR_CAN_DROP = 7 — Show the system’s drop mouse cursor when the user hovers the node. It can be an open hand. It tells the user they can drop an item they’re currently grabbing, like a node in the Scene dock.
  • CURSOR_FORBIDDEN = 8 — Show the system’s forbidden mouse cursor when the user hovers the node. Often a crossed circle.
  • CURSOR_VSIZE = 9 — Show the system’s vertical resize mouse cursor when the user hovers the node. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.
  • CURSOR_HSIZE = 10 — Show the system’s horizontal resize mouse cursor when the user hovers the node. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
  • CURSOR_BDIAGSIZE = 11 — Show the system’s window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
  • CURSOR_FDIAGSIZE = 12 — Show the system’s window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of CURSOR_BDIAGSIZE. It tells the user they can resize the window or the panel both horizontally and vertically.
  • CURSOR_MOVE = 13 — Show the system’s move mouse cursor when the user hovers the node. It shows 2 double-headed arrows at a 90 degree angle. It tells the user they can move a UI element freely.
  • CURSOR_VSPLIT = 14 — Show the system’s vertical split mouse cursor when the user hovers the node. On Windows, it’s the same as CURSOR_VSIZE.
  • CURSOR_HSPLIT = 15 — Show the system’s horizontal split mouse cursor when the user hovers the node. On Windows, it’s the same as CURSOR_HSIZE.
  • CURSOR_HELP = 16 — Show the system’s help mouse cursor when the user hovers the node, a question mark.

enum LayoutPreset:

  • PRESET_TOP_LEFT = 0 — Snap all 4 anchors to the top-left of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_TOP_RIGHT = 1 — Snap all 4 anchors to the top-right of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_BOTTOM_LEFT = 2 — Snap all 4 anchors to the bottom-left of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_BOTTOM_RIGHT = 3 — Snap all 4 anchors to the bottom-right of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_CENTER_LEFT = 4 — Snap all 4 anchors to the center of the left edge of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_CENTER_TOP = 5 — Snap all 4 anchors to the center of the top edge of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_CENTER_RIGHT = 6 — Snap all 4 anchors to the center of the right edge of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_CENTER_BOTTOM = 7 — Snap all 4 anchors to the center of the bottom edge of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_CENTER = 8 — Snap all 4 anchors to the center of the parent control’s bounds. Use with set_anchors_preset.
  • PRESET_LEFT_WIDE = 9 — Snap all 4 anchors to the left edge of the parent control. The left margin becomes relative to the left edge and the top margin relative to the top left corner of the node’s parent. Use with set_anchors_preset.
  • PRESET_TOP_WIDE = 10 — Snap all 4 anchors to the top edge of the parent control. The left margin becomes relative to the top left corner, the top margin relative to the top edge, and the right margin relative to the top right corner of the node’s parent. Use with set_anchors_preset.
  • PRESET_RIGHT_WIDE = 11 — Snap all 4 anchors to the right edge of the parent control. The right margin becomes relative to the right edge and the top margin relative to the top right corner of the node’s parent. Use with set_anchors_preset.
  • PRESET_BOTTOM_WIDE = 12 — Snap all 4 anchors to the bottom edge of the parent control. The left margin becomes relative to the bottom left corner, the bottom margin relative to the bottom edge, and the right margin relative to the bottom right corner of the node’s parent. Use with set_anchors_preset.
  • PRESET_VCENTER_WIDE = 13 — Snap all 4 anchors to a vertical line that cuts the parent control in half. Use with set_anchors_preset.
  • PRESET_HCENTER_WIDE = 14 — Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with set_anchors_preset.
  • PRESET_WIDE = 15 — Snap all 4 anchors to the respective corners of the parent control. Set all 4 margins to 0 after you applied this preset and the Control will fit its parent control. This is equivalent to the “Full Rect” layout option in the editor. Use with set_anchors_preset.

enum LayoutPresetMode:

  • PRESET_MODE_MINSIZE = 0 — The control will be resized to its minimum size.
  • PRESET_MODE_KEEP_WIDTH = 1 — The control’s width will not change.
  • PRESET_MODE_KEEP_HEIGHT = 2 — The control’s height will not change.
  • PRESET_MODE_KEEP_SIZE = 3 — The control’s size will not change.

enum SizeFlags:

  • SIZE_FILL = 1 — Tells the parent Container to expand the bounds of this node to fill all the available space without pushing any other node. Use with size_flags_horizontal and size_flags_vertical.
  • SIZE_EXPAND = 2 — Tells the parent Container to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they’ll share the space based on their stretch ratio. See size_flags_stretch_ratio. Use with size_flags_horizontal and size_flags_vertical.
  • SIZE_EXPAND_FILL = 3 — Sets the node’s size flags to both fill and expand. See the 2 constants above for more information.
  • SIZE_SHRINK_CENTER = 4 — Tells the parent Container to center the node in itself. It centers the control based on its bounding box, so it doesn’t work with the fill or expand size flags. Use with size_flags_horizontal and size_flags_vertical.
  • SIZE_SHRINK_END = 8 — Tells the parent Container to align the node with its end, either the bottom or the right edge. It doesn’t work with the fill or expand size flags. Use with size_flags_horizontal and size_flags_vertical.

enum MouseFilter:

  • MOUSE_FILTER_STOP = 0 — The control will receive mouse button input events through _gui_input if clicked on. And the control will receive the mouse_entered and mouse_exited signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
  • MOUSE_FILTER_PASS = 1 — The control will receive mouse button input events through _gui_input if clicked on. And the control will receive the mouse_entered and mouse_exited signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. Even if no control handled it at all, the event will still be handled automatically, so unhandled input will not be fired.
  • MOUSE_FILTER_IGNORE = 2 — The control will not receive mouse button input events through _gui_input. The control will also not receive the mouse_entered nor mouse_exited signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.

enum GrowDirection:

  • GROW_DIRECTION_BEGIN = 0 — The control will grow to the left or top to make up if its minimum size is changed to be greater than its current size on the respective axis.
  • GROW_DIRECTION_END = 1 — The control will grow to the right or bottom to make up if its minimum size is changed to be greater than its current size on the respective axis.
  • GROW_DIRECTION_BOTH = 2 — The control will grow in both directions equally to make up if its minimum size is changed to be greater than its current size.

enum Anchor:

  • ANCHOR_BEGIN = 0 — Snaps one of the 4 anchor’s sides to the origin of the node’s Rect, in the top left. Use it with one of the anchor_* member variables, like anchor_left. To change all 4 anchors at once, use set_anchors_preset.
  • ANCHOR_END = 1 — Snaps one of the 4 anchor’s sides to the end of the node’s Rect, in the bottom right. Use it with one of the anchor_* member variables, like anchor_left. To change all 4 anchors at once, use set_anchors_preset.

Constants

  • NOTIFICATION_RESIZED = 40 — Sent when the node changes size. Use rect_size to get the new size.
  • NOTIFICATION_MOUSE_ENTER = 41 — Sent when the mouse pointer enters the node.
  • NOTIFICATION_MOUSE_EXIT = 42 — Sent when the mouse pointer exits the node.
  • NOTIFICATION_FOCUS_ENTER = 43 — Sent when the node grabs focus.
  • NOTIFICATION_FOCUS_EXIT = 44 — Sent when the node loses focus.
  • NOTIFICATION_THEME_CHANGED = 45 — Sent when the node’s theme changes, right before Godot redraws the control. Happens when you call one of the add_*_override methods.
  • NOTIFICATION_MODAL_CLOSE = 46 — Sent when an open modal dialog closes. See show_modal.
  • NOTIFICATION_SCROLL_BEGIN = 47 — Sent when this node is inside a ScrollContainer which has begun being scrolled.
  • NOTIFICATION_SCROLL_END = 48 — Sent when this node is inside a ScrollContainer which has stopped being scrolled.

Description

Base class for all UI-related nodes. Control features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.

For more information on Godot’s UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you’ll need a mix of UI elements that inherit from Control and Container nodes.

User Interface nodes and input

Godot sends input events to the scene’s root node first, by calling Node._input. Node._input forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls MainLoop._input_event. Call accept_event so no other node receives the event. Once you accepted an input, it becomes handled so Node._unhandled_input will not process it.

Only one Control node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call grab_focus. Control nodes lose focus when another node grabs it, or if you hide the node in focus.

Sets mouse_filter to MOUSE_FILTER_IGNORE to tell a Control node to ignore mouse or touch events. You’ll need it if you place an icon on top of a button.

Theme resources change the Control’s appearance. If you change the Theme on a Control node, it affects all of its children. To override some of the theme’s parameters, call one of the add_*_override methods, like add_font_override. You can override the theme with the inspector.

Property Descriptions

Default 0.0
Getter get_anchor()

Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.


Default 0.0
Getter get_anchor()

Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.


Default 0.0
Getter get_anchor()

Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.


Default 0.0
Getter get_anchor()

Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the Anchor constants for convenience.


Default 0
Setter set_focus_mode(value)
Getter get_focus_mode()

The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.


Default NodePath(“”)
Setter set_focus_neighbour(value)
Getter get_focus_neighbour()

Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the ui_down input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.


Default NodePath(“”)
Setter set_focus_neighbour(value)
Getter get_focus_neighbour()

Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the ui_left input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the left of this one.


Default NodePath(“”)
Setter set_focus_neighbour(value)
Getter get_focus_neighbour()

Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the ui_right input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.


Default NodePath(“”)
Setter set_focus_neighbour(value)
Getter get_focus_neighbour()

Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the ui_top input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.


Default NodePath(“”)
Setter set_focus_next(value)
Getter get_focus_next()

Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the ui_focus_next input action.

If this property is not set, Godot will select a “best guess” based on surrounding nodes in the scene tree.


Default NodePath(“”)
Setter set_focus_previous(value)
Getter get_focus_previous()

Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the ui_focus_prev input action.

If this property is not set, Godot will select a “best guess” based on surrounding nodes in the scene tree.


Default 1
Setter set_h_grow_direction(value)
Getter get_h_grow_direction()

Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.


Default 1
Setter set_v_grow_direction(value)
Getter get_v_grow_direction()

Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.


Default “”
Setter set_tooltip(value)

Changes the tooltip text. The tooltip appears when the user’s mouse cursor stays idle over this control for a few moments, provided that the mouse_filter property is not MOUSE_FILTER_IGNORE. You can change the time required for the tooltip to appear with gui/timers/tooltip_delay_sec option in Project Settings.


Default 0.0
Setter set_margin(value)
Getter get_margin()

Distance between the node’s bottom edge and its parent control, based on anchor_bottom.

Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.


Default 0.0
Setter set_margin(value)
Getter get_margin()

Distance between the node’s left edge and its parent control, based on anchor_left.

Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.


Default 0.0
Setter set_margin(value)
Getter get_margin()

Distance between the node’s right edge and its parent control, based on anchor_right.

Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.


Default 0.0
Setter set_margin(value)
Getter get_margin()

Distance between the node’s top edge and its parent control, based on anchor_top.

Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.


Default 0
Setter set_default_cursor_shape(value)
Getter get_default_cursor_shape()

The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system’s mouse cursors.

Note: On Linux, shapes may vary depending on the cursor theme of the system.


Default 0
Setter set_mouse_filter(value)
Getter get_mouse_filter()

Controls whether the control will be able to receive mouse button input events through _gui_input and how these events should be handled. Also controls whether the control can receive the mouse_entered, and mouse_exited signals. See the constants to learn what each does.


  • bool rect_clip_content
Default false
Setter set_clip_contents(value)
Getter is_clipping_contents()

Enables whether rendering of children should be clipped to this control’s rectangle. If true, parts of a child which would be visibly outside of this control’s rectangle will not be rendered.


Getter get_global_position()

The node’s global position, relative to the world (usually to the top-left corner of the window).


Default Vector2( 0, 0 )
Setter set_custom_minimum_size(value)
Getter get_custom_minimum_size()

The minimum size of the node’s bounding rectangle. If you set it to a value greater than (0, 0), the node’s bounding rectangle will always have at least this size, even if its content is smaller. If it’s set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.


Default Vector2( 0, 0 )
Setter set_pivot_offset(value)
Getter get_pivot_offset()

By default, the node’s pivot is its top-left corner. When you change its rect_scale, it will scale around this pivot. Set this property to rect_size / 2 to center the pivot in the node’s rectangle.


Default Vector2( 0, 0 )
Getter get_position()

The node’s position, relative to its parent. It corresponds to the rectangle’s top-left corner. The property is not affected by rect_pivot_offset.


Default 0.0
Setter set_rotation_degrees(value)
Getter get_rotation_degrees()

The node’s rotation around its pivot, in degrees. See rect_pivot_offset to change the pivot’s position.


Default Vector2( 1, 1 )
Setter set_scale(value)
Getter get_scale()

The node’s scale, relative to its rect_size. Change this property to scale the node around its rect_pivot_offset.


Default Vector2( 0, 0 )
Getter get_size()

The size of the node’s bounding rectangle, in pixels. Container nodes update this property automatically.


  • int size_flags_horizontal
Default 1
Setter set_h_size_flags(value)
Getter get_h_size_flags()

Tells the parent Container nodes how they should resize and place the node on the X axis. Use one of the SizeFlags constants to change the flags. See the constants to learn what each does.


  • float size_flags_stretch_ratio
Default 1.0
Setter set_stretch_ratio(value)
Getter get_stretch_ratio()

If the node and at least one of its neighbours uses the SIZE_EXPAND size flag, the parent Container will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.


  • int size_flags_vertical
Default 1
Setter set_v_size_flags(value)
Getter get_v_size_flags()

Tells the parent Container nodes how they should resize and place the node on the Y axis. Use one of the SizeFlags constants to change the flags. See the constants to learn what each does.


Setter set_theme(value)
Getter get_theme()

Changing this property replaces the current Theme resource this node and all its Control children use.

Method Descriptions

  • bool _clips_input ( ) virtual

Virtual method to be implemented by the user. Returns whether _gui_input should not be called for children controls outside this control’s rectangle. Input will be clipped to the Rect of this Control. Similar to rect_clip_content, but doesn’t affect visibility.

If not overridden, defaults to false.


  • Vector2 _get_minimum_size ( ) virtual

Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to rect_min_size for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).

If not overridden, defaults to Vector2.ZERO.


Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See accept_event.

Example: clicking a control.

func _gui_input(event):
    if event is InputEventMouseButton:
        if event.button_index == BUTTON_LEFT and event.pressed:
            print("I've been clicked D:")

The event won’t trigger if:

* clicking outside the control (see has_point);

* control has mouse_filter set to MOUSE_FILTER_IGNORE;

* control is obstructed by another Control on top of it, which doesn’t have mouse_filter set to MOUSE_FILTER_IGNORE;

* control’s parent has mouse_filter set to MOUSE_FILTER_STOP or has accepted the event;

* it happens outside parent’s rectangle and the parent has either rect_clip_content or _clips_input enabled.


Virtual method to be implemented by the user. Returns a Control node that should be used as a tooltip instead of the default one. Use for_text parameter to determine what text the tooltip should contain (likely the contents of hint_tooltip).

The returned node must be of type Control or Control-derieved. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance, not e.g. a node from scene. When null or non-Control node is returned, the default tooltip will be used instead.

Note: The tooltip is shrunk to minimal size. If you want to ensure it’s fully visible, you might want to set its rect_min_size to some non-zero value.

Example of usage with custom-constructed node:

func _make_custom_tooltip(for_text):
    var label = Label.new()
    label.text = for_text
    return label

Example of usage with custom scene instance:

func _make_custom_tooltip(for_text):
    var tooltip = preload("SomeTooltipScene.tscn").instance()
    tooltip.get_node("Label").text = for_text
    return tooltip

  • void accept_event ( )

Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to Node._unhandled_input or Node._unhandled_key_input.


Overrides the Color with given name in the theme resource the control uses. If the color is empty or invalid, the override is cleared and the color from assigned Theme is used.


  • void add_constant_override ( String name, int constant )

Overrides an integer constant with given name in the theme resource the control uses. If the constant is empty or invalid, the override is cleared and the constant from assigned Theme is used.


  • void add_font_override ( String name, Font font )

Overrides the font with given name in the theme resource the control uses. If font is empty or invalid, the override is cleared and the font from assigned Theme is used.


Overrides the icon with given name in the theme resource the control uses. If icon is empty or invalid, the override is cleared and the icon from assigned Theme is used.


Overrides the Shader with given name in the theme resource the control uses. If shader is empty or invalid, the override is cleared and the shader from assigned Theme is used.


Overrides the StyleBox with given name in the theme resource the control uses. If stylebox is empty or invalid, the override is cleared and the StyleBox from assigned Theme is used.


Godot calls this method to test if data from a control’s get_drag_data can be dropped at position. position is local to this control.

This method should only be used to test the data. Process the data in drop_data.

func can_drop_data(position, data):
    # Check position if it is relevant to you
    # Otherwise, just check data
    return typeof(data) == TYPE_DICTIONARY and data.has("expected")

Godot calls this method to pass you the data from a control’s get_drag_data result. Godot first calls can_drop_data to test if data is allowed to drop at position where position is local to this control.

func can_drop_data(position, data):
    return typeof(data) == TYPE_DICTIONARY and data.has("color")

func drop_data(position, data):
    color = data["color"]

Forces drag and bypasses get_drag_data and set_drag_preview by passing data and preview. Drag will start even if the mouse is neither over nor pressed on this control.

The methods can_drop_data and drop_data must be implemented on controls that want to receive drop data.


Returns the anchor identified by margin constant from Margin enum. A getter method for anchor_bottom, anchor_left, anchor_right and anchor_top.


Returns margin_left and margin_top. See also rect_position.


Returns a color from assigned Theme with given name and associated with Control of given type.

func _ready():
    modulate = get_color("font_color", "Button") #get the color defined for button fonts

  • Vector2 get_combined_minimum_size ( ) const

Returns combined minimum size from rect_min_size and get_minimum_size.


Returns a constant from assigned Theme with given name and associated with Control of given type.


Returns the mouse cursor shape the control displays on mouse hover. See CursorShape.


Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns null if there is no data to drag. Controls that want to receive drop data should implement can_drop_data and drop_data. position is local to this control. Drag may be forced with force_drag.

A preview that will follow the mouse that should represent the data can be set with set_drag_preview. A good time to set the preview is in this method.

func get_drag_data(position):
    var mydata = make_data()
    set_drag_preview(make_preview(mydata))
    return mydata

Returns margin_right and margin_bottom.


Returns the focus neighbour identified by margin constant from Margin enum. A getter method for focus_neighbour_bottom, focus_neighbour_left, focus_neighbour_right and focus_neighbour_top.


  • Control get_focus_owner ( ) const

Returns the control that has the keyboard focus or null if none.


Returns a font from assigned Theme with given name and associated with Control of given type.


  • Rect2 get_global_rect ( ) const

Returns the position and size of the control relative to the top-left corner of the screen. See rect_position and rect_size.


Returns an icon from assigned Theme with given name and associated with Control of given type.


Returns the anchor identified by margin constant from Margin enum. A getter method for margin_bottom, margin_left, margin_right and margin_top.


  • Vector2 get_minimum_size ( ) const

Returns the minimum size for this control. See rect_min_size.


  • Vector2 get_parent_area_size ( ) const

Returns the width/height occupied in the parent control.


  • Control get_parent_control ( ) const

Returns the parent control node.


  • Rect2 get_rect ( ) const

Returns the position and size of the control relative to the top-left corner of the parent Control. See rect_position and rect_size.


  • float get_rotation ( ) const

Returns the rotation (in radians).


Returns a StyleBox from assigned Theme with given name and associated with Control of given type.


  • String get_tooltip ( Vector2 at_position=Vector2( 0, 0 ) ) const

Returns the tooltip, which will appear when the cursor is resting over this control. See hint_tooltip.


  • void grab_click_focus ( )

Creates an InputEventMouseButton that attempts to click the control. If the event is received, the control acquires focus.

func _process(delta):
    grab_click_focus() #when clicking another Control node, this node will be clicked instead

  • void grab_focus ( )

Steal the focus from another control and become the focused control (see focus_mode).


Returns true if Color with given name and associated with Control of given type exists in assigned Theme.


Returns true if Color with given name has a valid override in this Control node.


Returns true if constant with given name and associated with Control of given type exists in assigned Theme.


  • bool has_constant_override ( String name ) const

Returns true if constant with given name has a valid override in this Control node.


  • bool has_focus ( ) const

Returns true if this is the current focused control. See focus_mode.


Returns true if font with given name and associated with Control of given type exists in assigned Theme.


Returns true if font with given name has a valid override in this Control node.


Returns true if icon with given name and associated with Control of given type exists in assigned Theme.


Returns true if icon with given name has a valid override in this Control node.


Virtual method to be implemented by the user. Returns whether the given point is inside this control.

If not overridden, default behavior is checking if the point is within control’s Rect.

Node: If you want to check if a point is inside the control, you can use get_rect().has_point(point).


Returns true if Shader with given name has a valid override in this Control node.


Returns true if StyleBox with given name and associated with Control of given type exists in assigned Theme.


  • bool has_stylebox_override ( String name ) const

Returns true if StyleBox with given name has a valid override in this Control node.


  • void minimum_size_changed ( )

Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with get_minimum_size when the return value is changed. Setting rect_min_size directly calls this method automatically.


  • void release_focus ( )

Give up the focus. No other control will be able to receive keyboard input.


  • void set_anchor ( Margin margin, float anchor, bool keep_margin=false, bool push_opposite_anchor=true )

Sets the anchor identified by margin constant from Margin enum to value anchor. A setter method for anchor_bottom, anchor_left, anchor_right and anchor_top.

If keep_margin is true, margins aren’t updated after this operation.

If push_opposite_anchor is true and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If push_opposite_anchor was false, the left anchor would get value 0.5.


  • void set_anchor_and_margin ( Margin margin, float anchor, float offset, bool push_opposite_anchor=false )

Works the same as set_anchor, but instead of keep_margin argument and automatic update of margin, it allows to set the margin offset yourself (see set_margin).


Sets both anchor preset and margin preset. See set_anchors_preset and set_margins_preset.


Sets the anchors to a preset from LayoutPreset enum. This is code equivalent of using the Layout menu in 2D editor.

If keep_margins is true, control’s position will also be updated.


  • void set_begin ( Vector2 position )

Sets margin_left and margin_top at the same time. Equivalent of changing rect_position.


  • void set_drag_forwarding ( Control target )

Forwards the handling of this control’s drag and drop to target control.

Forwarding can be implemented in the target control similar to the methods get_drag_data, can_drop_data, and drop_data but with two differences:

  1. The function name must be suffixed with _fw
  2. The function must take an extra argument that is the control doing the forwarding
# ThisControl.gd
extends Control
func _ready():
    set_drag_forwarding(target_control)

# TargetControl.gd
extends Control
func can_drop_data_fw(position, data, from_control):
    return true

func drop_data_fw(position, data, from_control):
    my_handle_data(data)

func get_drag_data_fw(position, from_control):
    set_drag_preview(my_preview)
    return my_data()

  • void set_drag_preview ( Control control )

Shows the given control at the mouse pointer. A good time to call this method is in get_drag_data. The control must not be in the scene tree.

export (Color, RGBA) var color = Color(1, 0, 0, 1)

func get_drag_data(position):
    # Use a control that is not in the tree
    var cpb = ColorPickerButton.new()
    cpb.color = color
    cpb.rect_size = Vector2(50, 50)
    set_drag_preview(cpb)
    return color

  • void set_end ( Vector2 position )

Sets margin_right and margin_bottom at the same time.


Sets the anchor identified by margin constant from Margin enum to Control at neighbor node path. A setter method for focus_neighbour_bottom, focus_neighbour_left, focus_neighbour_right and focus_neighbour_top.


  • void set_global_position ( Vector2 position, bool keep_margins=false )

Sets the rect_global_position to given position.

If keep_margins is true, control’s anchors will be updated instead of margins.


Sets the margin identified by margin constant from Margin enum to given offset. A setter method for margin_bottom, margin_left, margin_right and margin_top.


Sets the margins to a preset from LayoutPreset enum. This is code equivalent of using the Layout menu in 2D editor.

Use parameter resize_mode with constants from LayoutPresetMode to better determine the resulting size of the Control. Constant size will be ignored if used with presets that change size, e.g. PRESET_LEFT_WIDE.

Use parameter margin to determine the gap between the Control and the edges.


  • void set_position ( Vector2 position, bool keep_margins=false )

Sets the rect_position to given position.

If keep_margins is true, control’s anchors will be updated instead of margins.


  • void set_rotation ( float radians )

Sets the rotation (in radians).


  • void set_size ( Vector2 size, bool keep_margins=false )

Sets the size (see rect_size).

If keep_margins is true, control’s anchors will be updated instead of margins.


  • void show_modal ( bool exclusive=false )

Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.

If exclusive is true, other controls will not receive input and clicking outside this control will not close it.


  • void warp_mouse ( Vector2 to_position )

Moves the mouse cursor to to_position, relative to rect_position of this Control.