Control

    Inherited By: , ColorRect, , GraphEdit, , Label, , NinePatchRect, , Popup, , ReferenceRect, , Separator, , TextEdit, , Tree,

    Category: Core

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

    Properties

    Methods

    bool ( ) virtual
    Vector2 ( ) virtual
    void_gui_input ( event ) virtual
    Object ( String for_text ) virtual
    void ( )
    voidadd_color_override ( name, Color color )
    void ( String name, constant )
    voidadd_font_override ( name, Font font )
    void ( String name, texture )
    voidadd_shader_override ( name, Shader shader )
    void ( String name, stylebox )
    bool ( Vector2 position, data ) virtual
    voiddrop_data ( position, Variant data ) virtual
    void ( Variant data, preview )
    Vector2 ( ) const
    Color ( String name, type=”” ) const
    Vector2 ( ) const
    int ( String name, type=”” ) const
    CursorShape ( Vector2 position=Vector2( 0, 0 ) ) const
    get_drag_data ( position ) virtual
    Vector2 ( ) const
    Control ( ) const
    Font ( String name, type=”” ) const
    Rect2 ( ) const
    Texture ( String name, type=”” ) const
    Vector2 ( ) const
    Vector2 ( ) const
    Control ( ) const
    Rect2 ( ) const
    float ( ) const
    StyleBox ( String name, type=”” ) const
    String ( Vector2 at_position=Vector2( 0, 0 ) ) const
    void ( )
    voidgrab_focus ( )
    has_color ( name, String type=”” ) const
    has_color_override ( name ) const
    bool ( String name, type=”” ) const
    bool ( String name ) const
    has_focus ( ) const
    has_font ( name, String type=”” ) const
    has_font_override ( name ) const
    bool ( String name, type=”” ) const
    bool ( String name ) const
    has_point ( point ) virtual
    bool ( String name ) const
    has_stylebox ( name, String type=”” ) const
    has_stylebox_override ( name ) const
    voidminimum_size_changed ( )
    void ( )
    voidset_anchor ( margin, float anchor, keep_margin=false, bool push_opposite_anchor=true )
    void ( Margin margin, anchor, float offset, push_opposite_anchor=false )
    voidset_anchors_and_margins_preset ( preset, LayoutPresetMode resize_mode=0, margin=0 )
    voidset_anchors_preset ( preset, bool keep_margin=false )
    void ( Vector2 position )
    void ( Control target )
    void ( Control control )
    void ( Vector2 position )
    void ( LayoutPreset preset, resize_mode=0, int margin=0 )
    void ( float radians )
    void ( bool exclusive=false )
    void ( Vector2 to_position )
    • focus_entered ( )

    Emitted when the node gains keyboard focus.


    • focus_exited ( )

    Emitted when the node loses keyboard focus.


    • gui_input ( event )

    Emitted when the node receives an InputEvent.


    • minimum_size_changed ( )

    Emitted when the node’s minimum size changes.


    • modal_closed ( )

    Emitted when a modal is closed. See .


    • 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 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 .

    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_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 .
    • 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_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 .
    • 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 .
    • 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 .
    • 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 .
    • 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 .
    • 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 .
    • 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 .
    • 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 .
    • 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 to the “Full Rect” layout option in the editor. Use with set_anchors_preset.

    enum LayoutPresetMode:

    • PRESET_MODE_MINSIZE = 0
    • PRESET_MODE_KEEP_WIDTH = 1
    • PRESET_MODE_KEEP_HEIGHT = 2

    enum SizeFlags:

    • SIZE_FILL = 1 — Tells the parent 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_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 . Use with size_flags_horizontal and .
    • 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 and size_flags_vertical.
    • SIZE_SHRINK_END = 8 — Tells the parent 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 .

    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 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 if clicked on. And the control will receive the mouse_entered and 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. Also the control will not receive the 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 . 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 . To change all 4 anchors at once, use set_anchors_preset.

    Constants

    • NOTIFICATION_RESIZED = 40 — Sent when the node changes size. Use 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 .
    • 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 which has stopped being scrolled.

    Base class for all User Interface or 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 forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls . Call accept_event so no other node receives the event. Once you accepted an input, it becomes handled so 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.

    Set 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.

    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 . You can override the theme with the inspector.

    Tutorials

    Property Descriptions

    Getterget_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 value: .


    Getterget_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 value: .


    Getterget_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 value: .


    Getterget_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 value: .


    Setterset_focus_mode(value)
    Getterget_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.


    • focus_neighbour_bottom
    Setterset_focus_neighbour(value)
    Getterget_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 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.


    Setterset_focus_neighbour(value)
    Getterget_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.


    • focus_neighbour_right
    Setterset_focus_neighbour(value)
    Getterget_focus_neighbour()

    Setterset_focus_neighbour(value)
    Getterget_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.


    • 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.


    Setterset_focus_previous(value)
    Getterget_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.


    • grow_horizontal
    Setterset_h_grow_direction(value)
    Getterget_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.


    Setterset_v_grow_direction(value)
    Getterget_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.


    • hint_tooltip
    Setterset_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 .


    Setterset_margin(value)
    Getterget_margin()

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

    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 . Margins update automatically when you move or resize the node.


    Setterset_margin(value)
    Getterget_margin()

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

    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 . Margins update automatically when you move or resize the node.


    Setterset_margin(value)
    Getterget_margin()

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

    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 . Margins update automatically when you move or resize the node.


    Setterset_margin(value)
    Getterget_margin()

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

    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 . Margins update automatically when you move or resize the node.


    Setterset_default_cursor_shape(value)
    Getterget_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.


    • mouse_filter
    Setterset_mouse_filter(value)
    Getterget_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 , and mouse_exited signals. See the constants to learn what each does.


    • rect_clip_content

    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.


    Setterset_global_position(value)
    Getterget_global_position()

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


    • rect_min_size
    Setterset_custom_minimum_size(value)
    Getterget_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.


    Setterset_pivot_offset(value)
    Getterget_pivot_offset()

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


    • rect_position
    Setterset_position(value)
    Getterget_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.


    • rect_rotation
    Setterset_rotation_degrees(value)
    Getterget_rotation_degrees()

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


    • rect_scale
    Setterset_scale(value)
    Getterget_scale()

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


    Setterset_size(value)
    Getterget_size()

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


    • int size_flags_horizontal
    Setterset_h_size_flags(value)
    Getterget_h_size_flags()

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


    • float size_flags_stretch_ratio
    Setterset_stretch_ratio(value)
    Getterget_stretch_ratio()

    If the node and at least one of its neighbours uses the 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.


    • size_flags_vertical
    Setterset_v_size_flags(value)
    Getterget_v_size_flags()

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


    • theme

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

    • _clips_input ( ) virtual

    • Vector2 _get_minimum_size ( ) virtual

    Returns the minimum size for this control. See .


    Use this method to process and accept inputs on UI elements. See accept_event.

    Replaces Godot 2’s _input_event.


    • _make_custom_tooltip ( String for_text ) virtual

    • void accept_event ( )

    • void add_color_override ( name, Color color )

    Overrides the color in the resource the node uses.


    • void add_constant_override ( String name, constant )

    Overrides an integer constant in the theme resource the node uses. If the constant is invalid, Godot clears the override.


    • void add_font_override ( name, Font font )

    Overrides the font in the resource the node uses. If font is empty, Godot clears the override.


    • void add_icon_override ( String name, texture )

    Overrides the name icon in the theme resource the node uses. If icon is empty, Godot clears the override.


    • void add_shader_override ( name, Shader shader )

    Overrides the name shader in the resource the node uses. If shader is empty, Godot clears the override.


    • void add_stylebox_override ( String name, stylebox )

    Overrides the name StyleBox in the resource the node uses. If stylebox is empty, Godot clears the override.


    Godot calls this method to test if data from a control’s 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.


    • void drop_data ( position, Variant data ) virtual

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


    • void force_drag ( data, Control preview )

    Forces drag and bypasses 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 and drop_data must be implemented on controls that want to receive drop data.


    • get_begin ( ) const

    Returns margin_left and . See also rect_position.


    • get_color ( String name, type=”” ) const

    • Vector2 get_combined_minimum_size ( ) const

    • get_constant ( String name, type=”” ) const

    • CursorShape get_cursor_shape ( position=Vector2( 0, 0 ) ) const

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


    • get_drag_data ( Vector2 position ) virtual

    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 and drop_data. position is local to this control. Drag may be forced with .

    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.


    • get_end ( ) const

    Returns margin_right and .


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


    • get_font ( String name, type=”” ) const

    • Rect2 get_global_rect ( ) const

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


    • get_icon ( String name, type=”” ) const

    • Vector2 get_minimum_size ( ) const

    Returns the minimum size for this control. See .


    • Vector2 get_parent_area_size ( ) const

    Returns the width/height occupied in the parent 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 and rect_size.


    • get_rotation ( ) const

    Returns the rotation (in radians).



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

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


    • void grab_click_focus ( )

    • void grab_focus ( )

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


    • bool has_color ( name, String type=”” ) const

    • has_color_override ( String name ) const

    • has_constant ( String name, type=”” ) const

    • bool has_constant_override ( name ) const

    • bool has_focus ( ) const

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



    • has_font_override ( String name ) const

    • has_icon ( String name, type=”” ) const

    • bool has_icon_override ( name ) const

    • bool has_point ( point ) virtual

    • bool has_shader_override ( name ) const

    • bool has_stylebox ( name, String type=”” ) const

    • has_stylebox_override ( String name ) const

    • void minimum_size_changed ( )

    • void release_focus ( )

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


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

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

    • void set_anchors_and_margins_preset ( preset, LayoutPresetMode resize_mode=0, margin=0 )

    • void set_anchors_preset ( LayoutPreset preset, keep_margin=false )

    • void set_begin ( Vector2 position )

    Sets and margin_top at the same time.


    • void set_drag_forwarding ( target )

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

    Forwarding can be implemented in the target control similar to the methods get_drag_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

    • void set_drag_preview ( control )

    Shows the given control at the mouse pointer. A good time to call this method is in get_drag_data.


    • void set_end ( position )

    Sets margin_right and at the same time.


    • void set_margins_preset ( LayoutPreset preset, resize_mode=0, int margin=0 )

    • void set_rotation ( radians )

    Sets the rotation (in radians).


    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.


    • void warp_mouse ( Vector2 to_position )