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Add a new GUI skinning tutorial and improve theme editor tutorial
This commit is contained in:
@@ -1,183 +1,241 @@
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.. _doc_gui_skinning:
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GUI skinning
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============
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Introduction to GUI skinning
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============================
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Themes
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------
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It is essential for a game to provide clear, informative, and yet visually
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pleasing user interface to its players. While :ref:`Control <class_Control>`
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nodes come with a decently functional look out of the box, there is always
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room for uniqueness and case-specific tuning. For this purpose Godot engine
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includes a system for GUI skinning (or theming), which allows you to customize
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the look of every control in your user interface, including your custom controls.
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All control nodes are skinned through the :ref:`Theme <class_Theme>`
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resource. Theme contains all the information required to change the
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entire visual styling of all controls.
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Here is an example of this system in action — a game with the GUI that is
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radically different from the default UI theme of the engine:
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A Theme can be applied to any control node in the scene. As a result,
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all children and grand-children controls will use that same theme, too
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(unless another theme is specified further down the tree). If a value is
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not found in a theme, it will be searched in themes higher up in the
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hierarchy, towards the root. If nothing was found, the default theme is
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used. This system allows for flexible overriding of themes in complex
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user interfaces.
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.. figure:: img/tank-kings-by-winterpixel-games.png
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:align: center
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.. attention::
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Don't use the custom theme option in the Project Settings, as there
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are known bugs with theme propagation. Instead, apply your theme to the
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root Control node's Theme property. It will propagate to instanced scenes
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automatically. To get correct theming in the editor for instanced scenes,
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you can apply the theme resource to the instanced scene's root node as well.
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A "Gear Up!" screen in Tank Kings, courtesy of Winterpixel Games
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Creating a theme
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Beyond achieving a unique look for your game, this system also enables developers
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to provide customization options to the end users, including accessibility settings.
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UI themes are applied in a cascading manner (i.e. they propagate from parent
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controls to their children), which means that font settings or adjustments for
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colorblind users can be applied in a single place and affect the entire UI tree.
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Of course this system can also be used for gameplay purposes: your hero-based game
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can change its style for the selected player character, or you can give different
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flavors to the sides in your team-based project.
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Basics of themes
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----------------
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Themes can be created from any control node. Select a control node in the scene
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hierarchy, then in the inspector go to the theme property. From there you can
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select **New Theme**.
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The skinning system is driven by the :ref:`Theme <class_Theme>` resource. Every
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Godot project has an inherent default theme that contains the settings used by
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the built-in control nodes. This is what gives the controls their distinct look
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out of the box. A theme only describes the configuration, however, and it is still
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the job of each individual control to use that configuration in the way it requires
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to display itself. This is important to remember when implementing
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:ref:`your own custom controls <doc_custom_gui_controls>`.
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.. image:: img/new_theme.png
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This will create an empty theme and open up the theme editor.
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.. image:: img/theme_editor.png
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In the theme editor you can customize everything about a theme except for
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the default font the theme uses. That can only be customized in the inspector under
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the selected theme.
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.. image:: img/default_font.png
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.. note::
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Even the Godot editor itself relies on the default theme. But it doesn't look the
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same as a Godot project, because it applies its own heavily customized theme on top
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of the default one. In principle, this works exactly like it would in your game
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as explained :ref:`below <doc_gui_theme_in_project>`.
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Theme items
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-----------
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~~~~~~~~~~~
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In the theme editor, next to the default preview window, is where you make changes
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to your theme. Clicking the plus button opens the **Add item Type** menu.
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The configuration that is stored in a theme consists of theme items. Each item has
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a unique name and must be one of the following data types:
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.. image:: img/add_item_type.png
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- **Color**
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From here select the control node you want your theme to modify and click **Ok**. You
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should now see theme items for that node in the theme editor. Theme items are what defines
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the look of a theme, each kind of item in a theme can be:
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A :ref:`color <class_Color>` value, which is often used for fonts
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and backgrounds. Colors can also be used for modulation of controls
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and icons.
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- **Color**: A single color, with or without transparency. Colors are
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usually applied to fonts and icons.
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- **Constant**: A single numerical constant. Generally used
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to define spacing between components or alignment.
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- **Font**: Every control that uses text can be assigned the fonts
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used to draw strings.
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- **Icon**: A single image. Textures are not often used, but when
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they are, they represent handles to pick or icons in a complex control
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(such as a file dialog).
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- **StyleBox**: Stylebox is a resource that defines how to draw a
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panel in varying sizes (more information on them later).
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- **Constant**
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Every item is associated with:
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An integer value, which can be used either for numeric properties of
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controls (such as the item separation in a :ref:`BoxContainer <class_BoxContainer>`),
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or for boolean flags (such as the drawing of relationship lines in a :ref:`Tree <class_Tree>`).
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- A name (the name of the item)
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- A Control (the name of the control)
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- **Font**
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To customize a theme item click on the plus sign next to it. Your theme
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will now override the default theme for that item. To modify it click on **Empty**,
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then select the new theme item you want to create. Click on it again and you can
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now modify it in the inspector.
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A :ref:`font <class_Font>` resource, which is used by controls that
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display text. Fonts contain most text rendering settings, except for
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its size and color. On top of that, alignment and text direction are
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controlled by individual controls.
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.. image:: img/theme_item_inspector.png
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- **Font size**
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You can also add custom theme items to a control node under the built in theme items.
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An integer value, which is used alongside a font to determine the
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size at which the text should be displayed.
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In the theme editor, above the theme items, is the **Show Default** toggle. It will hide
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or show any theme items that are using the default theme settings. Next to it is the
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**Override Defaults** button, which will override the default theme for all theme items
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of the currently selected control node.
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- **Icon**
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Manage theme Items
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------------------
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A :ref:`texture <class_Texture2D>` resource, which is normally used
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to display an icon (on a :ref:`Button <class_Button>`, for example).
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Clicking the **Manage Items** button brings up the Manage theme items menu. In
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the edit items tab you can view all the theme items for your theme, add a custom
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theme item, or a custom control node type.
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- **StyleBox**
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.. image:: img/manage_items.png
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A :ref:`StyleBox <class_StyleBox>` resource, a collection of configuration
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options which define the way a UI panel should be displayed. This is
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not limited to the :ref:`Panel <class_Panel>` control, as styleboxes
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are used by many controls for their backgrounds and overlays.
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You can also mass delete theme items from here. **Remove Class Items** will remove
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all built in theme items you have customized for the control node. **Remove Custom
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Items** will remove all the custom theme items for the selected node. And **Remove
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All Items** will remove everything.
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Theme types
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~~~~~~~~~~~
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From the **Import Items** tab you can import theme items from other themes. You can
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import items from the default Godot theme, the Godot editor theme, or another custom
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theme. You can import all of the theme items for a control node or only one. You need
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to select **Data** when importing to actually import the theme item. Otherwise your
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theme will just have a blank override for that theme option.
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To help with the organization of its items each theme is separated into types,
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and each item must belong to a single type. In other words, each theme item
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is defined by its name, its data type and its theme type. This combination
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must be unique within the theme. For example, there cannot be two color items named
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``font_color`` in a type called ``Label``, but there can be another ``font_color``
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item in a type ``LineEdit``.
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.. image:: img/import_items.png
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The default Godot theme comes with multiple theme types already defined,
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one for every built-in control node that uses UI skinning. The example above
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contains actual theme items present in the default theme. You can refer to the
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**Theme Properties** section in the class reference for each control to see
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which items are available to it and its child classes.
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Preview
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-------
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.. note::
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Child classes can use theme items defined for their parent class (``Button``
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and its derivatives being a good example of that). In fact, every control can
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use every theme item of any theme type, if it needs to (but for the clarity and
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predictability we try to avoid that in the engine).
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The **Default Preview** tab of the theme editor shows you how every control node in
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Godot will look with your theme settings applied. If you haven't applied a setting
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then the default theme setting will be used.
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It is important to remember that for child classes that process is automated.
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Whenever a built-in control requests a theme item from the theme it can omit
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the theme type, and its class name will be used instead. On top of that,
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the class names of its parent classes will also be used in turn. This allows
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changes to the parent class, such as ``Button``, to affect all derived
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classes without the need to customize every one of them.
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.. image:: img/default_preview.png
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You can also define your own theme types, and additionally customize both built-in
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controls and your own controls. Because built-in controls have no knowledge of
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your custom theme types, you must utilize scripts to access those items. All control
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nodes have several methods that allow to fetch theme items from the theme that
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is applied to them. Those methods accept the theme type as one of the arguments.
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You can also preview how other scenes will look by clicking the **Add Preview** button
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and selecting a tscn file that has a control node as the root node.
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.. tabs::
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.. code-tab:: gdscript
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.. image:: img/scene_preview.png
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var accent_color = get_theme_color("accent_color", "MyType")
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label.add_color_override("font_color", accent_color)
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Theme overrides
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.. code-tab:: csharp
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Color accentColor = GetThemeColor("accent_color", "MyType");
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label.AddColorOverride("font_color", accentColor);
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To give more customization opportunities types can also be linked together as
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type variations. This is another use-case for custom theme types. For example,
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a theme can contain a type ``Header`` which can be marked as a variation of
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the base ``Label`` type. An individual ``Label`` control can then be set to
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use the ``Header`` variation for its type, and every time a theme item is
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requested from a theme this variation will be used before any other type. This
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allows to store various presets of theme items for the same class of the
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control node in the single ``Theme`` resource.
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.. warning::
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Only variations available from the default theme or defined in the custom
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project theme are shown in the Inspector dock as options. You can still
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input manually the name of a variation that is defined outside of those
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two places, but it is recommended to keep all variations to the project theme.
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Customizing a control
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---------------------
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Each control node can be customized directly without the use of themes. This
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is called local overrides. Every theme property from the control's class
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reference can be overridden directly on the control itself, using either
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the Inspector dock, or scripts. This allows to make granular changes to a
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particular part of the UI, while not affecting anything else in the project,
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including this control's children.
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.. figure:: img/themecheck.png
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:align: center
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Local overrides are less useful for the visual flair of your user interface,
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especially if you aim for consistency. However, for layout nodes these are
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essential. Nodes such as :ref:`BoxContainer <class_BoxContainer>` and
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:ref:`GridContainer <class_GridContainer>` use theme constants for defining
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separation between their children, and :ref:`MarginContainer <class_MarginContainer>`
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stores its customizable margins in its theme items.
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Whenever a control has a local theme item override, this is the value that
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it uses. Values provided by the theme are ignored.
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.. _doc_gui_theme_in_project:
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Customizing a project
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---------------------
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Out of the box each project adopts the default project theme provided by Godot. The
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default theme itself is constant and cannot be changed, but its items can be overridden
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with a custom theme. Custom themes can be applied in two ways: as a project setting,
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and as a node property throughout the tree of control nodes.
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There are two project settings that can be adjusted to affect your entire project:
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:ref:`gui/theme/custom<class_ProjectSettings_property_gui/theme/custom>` allows you to
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set a custom project-wide theme, and :ref:`gui/theme/custom_font<class_ProjectSettings_property_gui/theme/custom_font>`
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does the same to the default fallback font. When a theme item is requested by a control
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node the custom project theme, if present, is checked first. Only if it doesn't have
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the item the default theme is checked.
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This allows you to configure the default look of every Godot control with a single
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theme resource, but you can go more granular than that. Every control node also has
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a :ref:`theme <class_Control_property_theme>` property, which allows you to set a
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custom theme for the branch of nodes starting with that control. This means that the
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control and all of its children, and their children in turn, would first check that
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custom theme resource before falling back on the project and the default themes.
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.. note::
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Instead of changing the project setting you can set the custom theme resource to the
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root-most control node of your entire UI branch to almost the same effect. While in the
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running project it will behave as expected, individual scenes will still display
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using the default theme when previewing or running them directly. To fix that you
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can set the same theme resource to the root control of each individual scene.
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For example, you can have a certain style for buttons in your project theme, but want
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a different look for buttons inside of a popup dialog. You can set a custom theme
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resource to the root control of your popup and define a different style for buttons
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within that resource. As long as the chain of control nodes between the root of
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the popup and the buttons is uninterrupted, those buttons will use the styles defined
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in the theme resource that is closest to them. All other controls will still be styled
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using the project-wide theme and the default theme styles.
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To sum it up, for an arbitrary control its theme item lookup would look something
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like this:
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#. Check for local overrides of the same data type and name.
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#. Using control's type variation, class name and parent class names:
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a. Check every control starting from itself and see if it has a theme property set;
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b. If it does, check that theme for the matching item of the same name, data and theme type;
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c. If there is no custom theme or it doesn't have the item, move to the parent control;
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d. Repeat steps a-c. until the root of the tree is reached, or a non-control node is reached.
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#. Using control's type variation, class name and parent class names check the project-wide theme, if it's present.
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#. Using control's type variation, class name and parent class names check the default theme.
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Even if the item doesn't exist in any theme, a corresponding default value for that
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data type will be returned.
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Beyond controls
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---------------
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If only a few controls need to be skinned, it is often not necessary to
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create a new theme. Controls offer their theme items as special kinds
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of properties. If checked, overriding will take place:
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Naturally, themes are an ideal type of resource for storing configuration for
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something visual. While the support for theming is built into control nodes,
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other nodes can use them as well, just like any other resource.
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.. image:: img/themecheck.png
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As can be seen in the image above, theme items have little check boxes.
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If checked, they can be used to override the value of the theme just for
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that control.
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Changing themes with code
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-------------------------
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In addition to the theme editor it is possible to change theme items with
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code, here is an example:
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.. tabs::
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.. code-tab:: gdscript GDScript
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var theme = Theme.new()
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theme.set_color("font_color", "Label", Color.red)
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var label = Label.new()
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label.theme = theme
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.. code-tab:: csharp
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var theme = new Theme();
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theme.SetColor("fontColor", "Label", new Color(1.0f, 0.0f, 0.0f));
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var label = new Label();
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label.Theme = theme;
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In the example above, a new theme is created. The "font_color" option
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is changed and then applied to a label. Therefore, the label's text (and all
|
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children and grandchildren labels) will be red.
|
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It is possible to override those options without using the theme
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directly, and only for a specific control, by using the override API in
|
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:ref:`Control.add_color_override() <class_Control_method_add_color_override>`:
|
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|
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.. tabs::
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||||
.. code-tab:: gdscript GDScript
|
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var label = Label.new()
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label.add_color_override("font_color", Color.red)
|
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|
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.. code-tab:: csharp
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var label = new Label();
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label.AddColorOverride("fontColor", new Color(1.0f, 0.0f, 0.0f));
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In the inline help of Godot (in the Script tab), you can check which theme items
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are overridable, or check the :ref:`Control <class_Control>` class reference.
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An example of using themes for something beyond controls can be a modulation
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of sprites for the same units on different teams in a strategy game. A theme
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resource can define a collection of colors, and sprites (with a help from scripts)
|
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can use those colors to draw the texture. The main benefit being that you
|
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could make different themes using the same theme items for red, blue, and
|
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green teams, and swap them with a single resource change.
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158
tutorials/ui/gui_using_theme_editor.rst
Normal file
158
tutorials/ui/gui_using_theme_editor.rst
Normal file
@@ -0,0 +1,158 @@
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.. _doc_gui_using_theme_editor:
|
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|
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Using the theme editor
|
||||
======================
|
||||
|
||||
This articles explains how to create and manage UI themes using the Godot
|
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editor and its theme editor tool. We recommend getting familiar with the
|
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basics behind GUI skinning/theming by reading :ref:`doc_gui_skinning` before starting.
|
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The theme editor is a bottom panel tool that activates automatically, when
|
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a :ref:`Theme <class_Theme>` resource is selected for editing. It contains
|
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the necessary UI for adding, removing, and adjusting theme types and theme
|
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items. It features a preview section for testing your changes live, as well
|
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as a window dialog for doing bulk operations of the theme items.
|
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Creating a theme
|
||||
----------------
|
||||
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Like any other resources, themes can be created directly in the file system dock
|
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by right-clicking and selecting **New Resource...**, then selecting **Theme**
|
||||
and clicking **Create**. This is especially useful for creating project-wide
|
||||
themes.
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||||
|
||||
Themes also can be created from any control node. Select a control node in the scene
|
||||
hierarchy, then in the inspector go to the ``theme`` property. From there you can
|
||||
select **New Theme**.
|
||||
|
||||
.. figure:: img/new_theme.png
|
||||
:align: center
|
||||
|
||||
This will create an empty theme and open up the theme editor. Keep in mind that
|
||||
resources created this way are bundled with the scene by default. Use the context
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menu to save the new theme to a file instead.
|
||||
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||||
While the theme editor provides the tools to manage theme types and items, themes also
|
||||
include the default, fallback font that you can edit only using the Inspector dock.
|
||||
Same applies to the contents of complex resource types, such as :ref:`StyleBoxes <class_StyleBox>`
|
||||
and icons — they open for editing in the Inspector.
|
||||
|
||||
.. figure:: img/default_font.png
|
||||
:align: center
|
||||
|
||||
Theme editor overview
|
||||
---------------------
|
||||
|
||||
.. figure:: img/theme_editor.png
|
||||
:align: center
|
||||
|
||||
The theme editor has two main parts. The main theme editor, located at the bottom of
|
||||
the Godot editor, aims to provide users with tools to quickly create, edit, and delete
|
||||
theme items and types. It gives visual tools for picking and changing controls, abstracting
|
||||
the underlying theme concepts. The **Manage Theme Items** dialog, on the other hand,
|
||||
tries to address the needs of those who want to change themes manually. It's also
|
||||
useful for creating a new editor theme.
|
||||
|
||||
Theme previews
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
The left-hand side of the main editor has a set of preview tabs. The **Default Preview**
|
||||
tab is visible out of the box and contains most of the frequently used controls in various
|
||||
states. Previews are interactive, so intermediate states (e.g. hover) can be previewed as well.
|
||||
|
||||
.. figure:: img/default_preview.png
|
||||
:align: center
|
||||
|
||||
Additional tabs can be created from arbitrary scenes in your project. The scene
|
||||
must have a control node as its root to function as a preview. To add a new tab
|
||||
click the **Add Preview** button and select the saved scene from your file system.
|
||||
|
||||
.. figure:: img/scene_preview.png
|
||||
:align: center
|
||||
|
||||
If you make changes to the scene, they will not be reflected in the preview
|
||||
automatically. To update the preview click the reload button on the toolbar.
|
||||
|
||||
Previews can also be used to quickly select the theme type to edit. Select the
|
||||
picker tool from the toolbar and hover over the preview area to highlight control
|
||||
nodes. Highlighted control nodes display their class name, or type variation if available.
|
||||
Clicking on the highlighted control opens it for editing on the right-hand side.
|
||||
|
||||
.. figure:: img/theme_preview_picker.png
|
||||
:align: center
|
||||
|
||||
Theme types and items
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The right-hand side of them theme editor provides a list of theme types available
|
||||
in the edited theme resource, and the contents of the selected type. The list of
|
||||
type's items is divided into several tabs, corresponding to each data type available
|
||||
in the theme (colors, constants, styles, etc.). If the **Show Default** option is
|
||||
enabled, then for each built-in type its default theme values are displayed, greyed
|
||||
out. If the option is disabled, only the items available in the edited theme itself
|
||||
are displayed.
|
||||
|
||||
.. figure:: img/theme_type_editor.png
|
||||
:align: center
|
||||
|
||||
Individual items from the default theme can be added to the current theme by
|
||||
clicking on the **Override** button next to the item. You can also override all
|
||||
the default items of the selected theme type by clicking on the **Override All**
|
||||
button. Overridden properties can then be removed with the **Remove Item** button.
|
||||
Properties can also be renamed using the **Rename Item** button, and completely
|
||||
custom properties can be added to the list using the text field below it.
|
||||
|
||||
Overridden theme items can be edited directly in the right-hand panel, unless they
|
||||
are resources. Resources have rudimentary controls available for them, but must be
|
||||
edited in the Inspector dock instead.
|
||||
|
||||
.. figure:: img/theme_item_inspector.png
|
||||
:align: center
|
||||
|
||||
Styleboxes have an unique feature available, where you can pin an individual
|
||||
stylebox from the list. Pinned stylebox acts like the leader of the pack, and
|
||||
all styleboxes of the same type are updated alongside it when you change its
|
||||
properties. This allows you to edit properties of several styleboxes at the
|
||||
same time.
|
||||
|
||||
.. figure:: img/theme_pin_the_stylebox.png
|
||||
:align: center
|
||||
|
||||
While theme types can be picked from a preview, they can also be added manually.
|
||||
Clicking the plus button next to the type list opens the **Add item Type** menu.
|
||||
In that menu you can either select a type from the list, or you can enter an
|
||||
arbitrary name to create a custom type. Text field also filters the list of control
|
||||
nodes.
|
||||
|
||||
.. figure:: img/add_item_type.png
|
||||
:align: center
|
||||
|
||||
Manage and import items
|
||||
-----------------------
|
||||
|
||||
Clicking the **Manage Items** button brings up the **Manage Theme Items** dialog. In
|
||||
the **Edit Items** tab you can view and add theme types, as well as view and edit
|
||||
the theme items of the selected type.
|
||||
|
||||
.. figure:: img/manage_items.png
|
||||
:align: center
|
||||
|
||||
You can create, rename and remove individual theme items here by clicking the
|
||||
corresponding **Add X Item** and specifying their name. You can also mass delete
|
||||
theme items either by their data type (using the brush icon in the list) or by
|
||||
their quality. **Remove Class Items** will remove all built-in theme items you
|
||||
have customized for a control node type. **Remove Custom Items** will remove all
|
||||
the custom theme items for the selected type. Finally, **Remove All Items** will
|
||||
remove everything from the type.
|
||||
|
||||
From the **Import Items** tab you can import theme items from other themes. You can
|
||||
import items from the default Godot theme, the Godot editor theme, or another custom
|
||||
theme. You can import individual or multiple items, and you can decide whether to
|
||||
copy or omit their data as well. There are several way you can select and deselect the
|
||||
items, including by hand, by hierarchy, by data type, and everything. Opting to
|
||||
include the data will copy all theme items as they are to your theme. Omitting the data
|
||||
will create the items of the corresponding data type and name, but will leave them empty,
|
||||
creating a template of a theme in a way.
|
||||
|
||||
.. figure:: img/import_items.png
|
||||
:align: center
|
||||
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@@ -50,6 +50,7 @@ explain the benefits of that system and how to set it up in your projects.
|
||||
:name: toc-gui-skinning
|
||||
|
||||
gui_skinning
|
||||
gui_using_theme_editor
|
||||
|
||||
Control node tutorials
|
||||
----------------------
|
||||
|
||||
Reference in New Issue
Block a user