Update FAQ section on using Godot's UI toolkit as a library

This commit is contained in:
Hugo Locurcio
2025-12-10 19:00:10 +01:00
parent 21ee4376b9
commit 5c87c639ff

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@@ -502,10 +502,12 @@ What user interface toolkit does Godot use?
Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit
like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit,
rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of
Control nodes, which are used to render the editor (which is written in C++).
These Control nodes can also be used in projects from any scripting language
supported by Godot.
which is always rendered using hardware acceleration. There is no built-in software
fallback, although external solutions that emulate graphics APIs on the CPU can be used.
This toolkit is exposed in the form of Control nodes, which are used to render
the editor (which is written in C++). These Control nodes can also be used in projects
from any scripting language supported by Godot.
This custom toolkit makes it possible to benefit from hardware acceleration and
have a consistent appearance across all platforms. On top of that, it doesn't
@@ -513,9 +515,9 @@ have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly,
this means Godot is "eating its own dog food" since the editor itself is one of
the most complex users of Godot's UI system.
This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_library>`,
but you can still
:ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`.
This custom UI toolkit can be :ref:`embedded into other applications <doc_faq_use_godot_as_library>`
(experimental). However, the preferred way to use it is to
:ref:`use Godot to create non-game applications with the editor <doc_faq_non_game_applications>`.
.. _doc_faq_why_scons: