Overhaul gui skinning page for the new theme editor in 3.4

This commit is contained in:
skyace65
2021-08-08 21:48:09 -04:00
parent 49a62f1db3
commit 2e000908dc
19 changed files with 113 additions and 116 deletions

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GUI skinning
============
Oh, beautiful GUI!
------------------
Themes
------
This tutorial is about advanced skinning of a user interface. Most
games generally don't need this, as they end up just relying on
:ref:`Label <class_Label>`, :ref:`TextureRect <class_TextureRect>`,
:ref:`TextureButton <class_TextureButton>` and
:ref:`TextureProgress <class_TextureProgress>`.
However, many types of games often need complex user interfaces, like
MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of
interface are also common in some games that include editors to create
content, or interfaces for network connectivity.
Godot's user interface uses these kinds of control with the default theme,
but they can be skinned to resemble pretty much any kind of user
interface.
Theme
-----
The GUI is skinned through the :ref:`Theme <class_Theme>`
All control nodes are skinned through the :ref:`Theme <class_Theme>`
resource. Theme contains all the information required to change the
entire visual styling of all controls. Theme options are named, so it's
not obvious which name changes what (especially from code), but several
tools are provided. The ultimate place to look at what each theme option
is for each control, which will always be more up to date than any
documentation, is the file `scene/resources/default_theme/default_theme.cpp
<https://github.com/godotengine/godot/blob/master/scene/resources/default_theme/default_theme.cpp>`__.
The rest of this document will explain the different tools used to
customize the theme.
entire visual styling of all controls.
A Theme can be applied to any control in the scene. As a result, all
children and grand-children controls will use that same theme, too
A Theme can be applied to any control node in the scene. As a result,
all children and grand-children controls will use that same theme, too
(unless another theme is specified further down the tree). If a value is
not found in a theme, it will be searched in themes higher up in the
hierarchy, towards the root. If nothing was found, the default theme is
@@ -51,29 +26,122 @@ user interfaces.
automatically. To get correct theming in the editor for instanced scenes,
you can apply the theme resource to the instanced scene's root node as well.
Theme options
-------------
Creating a theme
----------------
Each kind of option in a theme can be:
Themes 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**.
- **An integer constant**: A single numerical constant. Generally used
to define spacing between components or alignment.
- **A Color**: A single color, with or without transparency. Colors are
.. image:: img/new_theme.png
This will create an empty theme and open up the theme editor.
.. image:: img/theme_editor.png
In the theme editor you can customize everything about a theme except for
the default font the theme uses. That can only be customized in the inspector under
the selected theme.
.. image:: img/default_font.png
Theme items
-----------
In the theme editor, next to the default preview window, is where you make changes
to your theme. Clicking the plus button opens the **Add item Type** menu.
.. image:: img/add_item_type.png
From here select the control node you want your theme to modify and click **Ok**. You
should now see theme items for that node in the theme editor. Theme items are what defines
the look of a theme, each kind of item in a theme can be:
- **Color**: A single color, with or without transparency. Colors are
usually applied to fonts and icons.
- **A Texture**: A single image. Textures are not often used, but when
- **Constant**: A single numerical constant. Generally used
to define spacing between components or alignment.
- **Font**: Every control that uses text can be assigned the fonts
used to draw strings.
- **Icon**: A single image. Textures are not often used, but when
they are, they represent handles to pick or icons in a complex control
(such as a file dialog).
- **A Font**: Every control that uses text can be assigned the fonts
used to draw strings.
- **A StyleBox**: Stylebox is a resource that defines how to draw a
- **StyleBox**: Stylebox is a resource that defines how to draw a
panel in varying sizes (more information on them later).
Every option is associated with:
Every item is associated with:
- A name (the name of the option)
- A name (the name of the item)
- A Control (the name of the control)
An example usage:
To customize a theme item click on the plus sign next to it. Your theme
will now override the default theme for that item. To modify it click on **Empty**,
then select the new theme item you want to create. Click on it again and you can
now modify it in the inspector.
.. image:: img/theme_item_inspector.png
You can also add custom theme items to a control node under the built in theme items.
In the theme editor, above the theme items, is the **Show Default** toggle. It will hide
or show any theme items that are using the default theme settings. Next to it is the
**Override Defaults** button, which will override the default theme for all theme items
of the currently selected control node.
Manage theme Items
------------------
Clicking the **Manage Items** button brings up the Manage theme items menu. In
the edit items tab you can view all the theme items for your theme, add a custom
theme item, or a custom control node type.
.. image:: img/manage_items.png
You can also mass delete theme items from here. **Remove Class Items** will remove
all built in theme items you have customized for the control node. **Remove Custom
Items** will remove all the custom theme items for the selected node. And **Remove
All Items** will remove everything.
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 all of the theme items for a control node or only one. You need
to select **Data** when importing to actually import the theme item. Otherwise your
theme will just have a blank override for that theme option.
.. image:: img/import_items.png
Preview
-------
The **Default Preview** tab of the theme editor shows you how every control node in
Godot will look with your theme settings applied. If you haven't applied a setting
then the default theme setting will be used.
.. image:: img/default_preview.png
You can also preview how other scenes will look by clicking the **Add Preview** button
and selecting a tscn file that has a control node as the root node.
.. image:: img/scene_preview.png
Theme overrides
---------------
If only a few controls need to be skinned, it is often not necessary to
create a new theme. Controls offer their theme items as special kinds
of properties. If checked, overriding will take place:
.. image:: img/themecheck.png
As can be seen in the image above, theme items have little check boxes.
If checked, they can be used to override the value of the theme just for
that control.
Changing themes with code
-------------------------
In addition to the theme editor it is possible to change theme items with
code, here is an example:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -111,76 +179,5 @@ directly, and only for a specific control, by using the override API in
var label = new Label();
label.AddColorOverride("fontColor", new Color(1.0f, 0.0f, 0.0f));
In the inline help of Godot (in the Script tab), you can check which theme options
In the inline help of Godot (in the Script tab), you can check which theme items
are overridable, or check the :ref:`Control <class_Control>` class reference.
Customizing a control
---------------------
If only a few controls need to be skinned, it is often not necessary to
create a new theme. Controls offer their theme options as special kinds
of properties. If checked, overriding will take place:
.. image:: img/themecheck.png
As can be seen in the image above, theme options have little check boxes.
If checked, they can be used to override the value of the theme just for
that control.
Creating a theme
----------------
The simplest way to create a theme is to edit a theme resource. Create a
Theme from the resource menu; the editor will appear immediately.
After that, save it (for example, with the name mytheme.theme):
.. image:: img/sb2.png
This will create an empty theme that can later be loaded and assigned to
controls.
Example: theming a button
--------------------------
Download these assets (:download:`skin_assets.zip <files/skin_assets.zip>`)
and add them to your project. Open the theme editor, click on "Edit Theme"
and select "Add Class Items":
.. image:: img/themeci.png
A menu will appear prompting the type of control to create. Select
"Button":
.. image:: img/themeci2.png
Immediately, all button theme options will appear in the property
editor, where they can be edited:
.. image:: img/themeci3.png
From ``Styles``, open the "Normal" drop-down menu next to where it probably
says "null" and create a "New StyleBoxTexture", then
edit it. A texture stylebox contains a texture and the size of the margins
that will not stretch when the texture is stretched.
This is called nine-patch or "3x3" stretching:
.. image:: img/sb1.png
Repeat the steps and add the other assets. There is no hover or disabled
image in the example files, so use the same stylebox as in normal. Set
the supplied font as the button font and change the font color to black.
Soon, your button will look different and retro:
.. image:: img/sb2.png
Save this theme to the .theme file. Go to the 2D editor and create a few
buttons:
.. image:: img/skinbuttons1.png
Now, go to the root node of the scene and locate the "theme" property,
replace it with the theme that was just created. It should look like this:
.. image:: img/skinbuttons2.png
Congratulations! You have created a reusable GUI Theme!