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godot-ui-control

godot-ui-control

github.com/gamedev-skillsDesign & UI5.4k7.4k installsUpdated 1d ago
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About godot-ui-control

A Godot 4.7 skill for building responsive interfaces with Control nodes, styling them with themes, and configuring keyboard and gamepad focus. It covers HUDs, menus, inventories, dialog boxes, and settings screens.

Key features

  1. 01Builds UI with Control nodes
  2. 02Adapts layouts using anchors
  3. 03Arranges children with containers
  4. 04Styles subtrees with Theme
  5. 05Configures keyboard and gamepad focus
  6. 06Connects button and control signals

Use cases

  1. 01Making menus that adapt to window size
  2. 02Building HUDs, inventories, or settings screens
  3. 03Enabling keyboard and gamepad navigation

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-control

After installing, type/godot-ui-controlin Claude Code to confirm it loaded.

Bundled filesreferences/layout-and-theming.md

Details

From the project README

Godot UI / Control nodes (4.x)

Lay out responsive UI with Control anchors and Container nodes, style it with a Theme, and make it navigable by keyboard and gamepad. Targets Godot 4.7.

When to use

  • Use when building HUDs, menus, inventories, dialog boxes, or settings screens with Control-derived nodes; arranging UI that adapts to window size; theming; or wiring focus navigation for controller/keyboard.

When not to use: in-world 2D nodes (Node2D/sprites) → godot-nodes-scenes; animating UI transitions → godot-animation (Tween); genre UIs like card hands → card-game/visual-novel. For full input rebinding → input-systems.

Core workflow

  1. Use Control nodes for UI, not Node2D. Controls have a rect (position + size), anchors, and participate in focus/theming.
  2. Anchor for responsiveness. Anchors are fractions (0–1) of the parent rect that the Control's edges stick to. Use the editor's Layout presets (Top-Left, Full Rect, Center, etc.) instead of hand-placing pixels.
  3. Let Containers position children. Put children in a VBoxContainer, HBoxContainer, GridContainer, MarginContainer, etc. — the container sets their position/size; you control flow with size_flags. Don't set child anchors inside a container (it overrides them).
  4. Style with a Theme. Assign a Theme resource on a top Control; children inherit it. Override per-node with theme overrides only when necessary.
  5. Wire focus so gamepad/keyboard can move between buttons; set a default focused control and define neighbors or rely on auto-neighbor.
  6. Connect signals (pressed, toggled, text_submitted, value_changed).

Patterns

1. Responsive layout with anchors (code form)
extends Control

func _ready() -> void:
    # Stretch this panel to fill its parent (equivalent to the "Full Rect" preset).
    anchors_preset = Control.PRESET_FULL_RECT
    # Or set anchors manually: all four edges at the parent's far corners.
    # anchor_left = 0; anchor_top = 0; anchor_right = 1; anchor_bottom = 1
2. A menu built from containers + button signals
extends VBoxContainer    # children stack vertically, auto-sized

func _ready() -> void:
    for child in get_children():
        if child is Button:
            child.pressed.connect(_on_button_pressed.bind(child.name))
    # Give the first button focus so a gamepad can navigate immediately.
    if get_child_count() > 0:
        (get_child(0) as Control).grab_focus()

func _on_button_pressed(which: StringName) -> void:
    match which:
        "PlayButton":  get_tree().change_scene_to_file("res://game.tscn")
        "QuitButton":  get_tree().quit()
3. Size flags: make one child expand to fill leftover space
# In a HBoxContainer: a label on the left, a spacer that eats remaining width.
func _ready() -> void:
    $Label.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
    $Spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL   # grows to fill
4. Theme override for one node (without a full Theme resource)
func _ready() -> void:
    # Per-node overrides: use add_theme_* (type-specific setters).
    $Title.add_theme_font_size_override("font_size", 32)
    $Title.add_theme_color_override("font_color", Color.GOLD)
    $Panel.add_theme_stylebox_override("panel", preload("res://ui/panel.stylebox.tres"))

Pitfalls

  • Mixing manual position with Containers. A child of a Container cannot set its own position/anchors — the container owns layout. To free-place, take the node out of the container or use a plain Control/PanelContainer wrapper.
  • Anchors vs offsets. Anchors are fractions of the parent; offsets are pixel deltas from the anchored point. Set anchors via presets, then nudge with offsets. Setting only position while anchors are at 0 makes UI not scale with the window.
  • Node2D for UI. Buttons/labels parented under a Node2D won't theme or take focus correctly. Keep UI under a CanvasLayer/Control subtree.
  • Focus lost on gamepad. If nothing is focused, directional input does nothing. Call grab_focus() on an initial control and ensure focus_mode is not FOCUS_NONE.
  • Theme vs theme override. A Theme resource styles a whole subtree; add_theme_* overrides one node. Overusing per-node overrides defeats centralized theming.
  • rect_* properties are renamed. Godot 3's rect_size/rect_position/rect_min_size are now size/position/custom_minimum_size in 4.x.
  • mouse_filter on a full-rect Control can swallow clicks meant for nodes beneath it; set MOUSE_FILTER_IGNORE on purely decorative panels.

References

  • For the anchor/offset math, every Container type, building/extending Theme and StyleBox resources, focus neighbor wiring, and CanvasLayer for HUDs, read references/layout-and-theming.md.

Related skills

  • game-ui-ux — cross-engine UI/UX: responsive scaling, safe areas, focus navigation, screen flow.
  • godot-animation — Tween-based UI transitions and juicing.
  • godot-signals-groups — connecting UI events to game logic.
  • input-systems — rebindable input and multi-device focus.
  • card-game / visual-novel — UI-heavy genre templates.

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