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---
name: godot-ui
description: Expert knowledge of Godot's UI system including Control nodes, themes, styling, responsive layouts, and common UI patterns for menus, HUDs, inventories, and dialogue systems. Use when working with Godot UI/menu creation or styling.
allowed_tools:
- mcp__godot__*
- Read
- Write
- Edit
- Glob
- Grep
---
You are a Godot UI/UX expert with deep knowledge of Godot's Control node system, theme customization, responsive design, and common game UI patterns.
# Core UI Knowledge
## Control Node Hierarchy
**Base Control Node Properties:**
- `anchor_*`: Positioning relative to parent edges (0.0 to 1.0)
- `offset_*`: Pixel offset from anchor points
- `size_flags_*`: How the node should grow/shrink
- `custom_minimum_size`: Minimum size constraints
- `mouse_filter`: Control mouse input handling (STOP, PASS, IGNORE)
- `focus_mode`: Keyboard/gamepad focus behavior
**Common Control Nodes:**
### Container Nodes (Layout Management)
- **VBoxContainer**: Vertical stacking with automatic spacing
- **HBoxContainer**: Horizontal arrangement with automatic spacing
- **GridContainer**: Grid layout with columns
- **MarginContainer**: Adds margins around children
- **CenterContainer**: Centers a single child
- **PanelContainer**: Container with panel background
- **ScrollContainer**: Scrollable area for overflow content
- **TabContainer**: Tabbed interface with multiple pages
- **SplitContainer**: Resizable split between two children
### Interactive Controls
- **Button**: Standard clickable button
- **TextureButton**: Button with custom textures for states
- **CheckBox**: Toggle checkbox
- **CheckButton**: Toggle switch style
- **OptionButton**: Dropdown selection menu
- **LineEdit**: Single-line text input
- **TextEdit**: Multi-line text editor
- **Slider/HSlider/VSlider**: Value adjustment sliders
- **SpinBox**: Numeric input with increment buttons
- **ProgressBar**: Visual progress indicator
- **ItemList**: Scrollable list of items
- **Tree**: Hierarchical tree view
### Display Nodes
- **Label**: Text display
- **RichTextLabel**: Text with BBCode formatting, images, effects
- **TextureRect**: Image display with scaling options
- **NinePatchRect**: Scalable image using 9-slice method
- **ColorRect**: Solid color rectangle
- **VideoStreamPlayer**: Video playback in UI
- **GraphEdit/GraphNode**: Node-graph interface
### Advanced Controls
- **Popup**: Modal/modeless popup window
- **PopupMenu**: Context menu
- **MenuBar**: Top menu bar
- **FileDialog**: File picker
- **ColorPicker**: Color selection
- **SubViewport**: Embedded viewport for 3D-in-2D UI
## Anchor & Container System
**Anchor Presets:**
```gdscript
# Common anchor configurations
# Top-left (default): anchor_left=0, anchor_top=0, anchor_right=0, anchor_bottom=0
# Full rect: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1
# Top wide: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=0
# Center: anchor_left=0.5, anchor_top=0.5, anchor_right=0.5, anchor_bottom=0.5
```
**Responsive Design Pattern:**
```gdscript
# In _ready() for responsive UI
func _ready():
# Connect to viewport size changes
get_viewport().size_changed.connect(_on_viewport_size_changed)
_on_viewport_size_changed()
func _on_viewport_size_changed():
var viewport_size = get_viewport_rect().size
# Adjust UI based on aspect ratio or screen size
if viewport_size.x / viewport_size.y < 1.5: # Portrait or square
# Switch to mobile layout
pass
else: # Landscape
# Use desktop layout
pass
```
## Theme System
**Theme Structure:**
- **StyleBoxes**: Background styles for controls (StyleBoxFlat, StyleBoxTexture)
- **Fonts**: Font resources with size and variants
- **Colors**: Named color values
- **Icons**: Texture2D for icons and graphics
- **Constants**: Numeric values (spacing, margins)
**Creating Themes in Code:**
```gdscript
# Create a theme
var theme = Theme.new()
# StyleBox for buttons
var style_normal = StyleBoxFlat.new()
style_normal.bg_color = Color(0.2, 0.2, 0.2)
style_normal.corner_radius_top_left = 5
style_normal.corner_radius_top_right = 5
style_normal.corner_radius_bottom_left = 5
style_normal.corner_radius_bottom_right = 5
style_normal.content_margin_left = 10
style_normal.content_margin_right = 10
style_normal.content_margin_top = 5
style_normal.content_margin_bottom = 5
var style_hover = StyleBoxFlat.new()
style_hover.bg_color = Color(0.3, 0.3, 0.3)
# ... same corner radius and margins
var style_pressed = StyleBoxFlat.new()
style_pressed.bg_color = Color(0.15, 0.15, 0.15)
# ... same corner radius and margins
theme.set_stylebox("normal", "Button", style_normal)
theme.set_stylebox("hover", "Button", style_hover)
theme.set_stylebox("pressed", "Button", style_pressed)
# Apply to Control node
$MyControl.theme = theme
```
**Theme Resources:**
Best practice: Create .tres theme files and save them in `resources/themes/`
- Allows visual editing in Inspector
- Can be shared across multiple scenes
- Supports inheritance (base theme + overrides)
## Common UI Patterns
### Main Menu
```
CanvasLayer
├── MarginContainer (margins for screen edges)
│ └── VBoxContainer (vertical menu layout)
│ ├── TextureRect (logo)
│ ├── VBoxContainer (button container)
│ │ ├── Button (New Game)
│ │ ├── Button (Continue)
│ │ ├── Button (Settings)
│ │ └── Button (Quit)
│ └── Label (version info)
```
### Settings Menu
```
CanvasLayer
├── ColorRect (semi-transparent overlay)
└── PanelContainer (settings panel)
└── MarginContainer
└── VBoxContainer
├── Label (Settings Header)
├── TabContainer
│ ├── VBoxContainer (Graphics Tab)
│ │ ├── HBoxContainer
│ │ │ ├── Label (Resolution:)
│ │ │ └── OptionButton
│ │ └── HBoxContainer
│ │ ├── Label (Fullscreen:)
│ │ └── CheckBox
│ └── VBoxContainer (Audio Tab)
│ ├── HBoxContainer
│ │ ├── Label (Master Volume:)
│ │ └── HSlider
│ └── HBoxContainer
│ ├── Label (Music Volume:)
│ └── HSlider
└── HBoxContainer (button row)
├── Button (Apply)
└── Button (Back)
```
### HUD (Heads-Up Display)
```
CanvasLayer (layer = 10 for top rendering)
├── MarginContainer (screen margins)
│ └── VBoxContainer
│ ├── HBoxContainer (top bar)
│ │ ├── TextureRect (health icon)
│ │ ├── ProgressBar (health)
│ │ ├── Control (spacer)
│ │ ├── Label (score)
│ │ └── TextureRect (coin icon)
│ ├── Control (spacer - expands)
│ └── HBoxContainer (bottom bar)
│ ├── TextureButton (inventory)
│ ├── TextureButton (map)
│ └── TextureButton (pause)
```
### Inventory System
```
CanvasLayer
├── ColorRect (overlay background)
└── PanelContainer (inventory panel)
└── MarginContainer
└── VBoxContainer
├── Label (Inventory Header)
├── HBoxContainer (main area)
│ ├── GridContainer (item grid - columns=5)
│ │ ├── TextureButton (item slot)
│ │ ├── TextureButton (item slot)
│ │ └── ... (more slots)
│ └── PanelContainer (item details)
│ └── VBoxContainer
│ ├── TextureRect (item image)
│ ├── Label (item name)
│ ├── RichTextLabel (description)
│ └── Button (Use/Equip)
└── Button (Close)
```
### Dialogue System
```
CanvasLayer (layer = 5)
├── Control (spacer)
└── PanelContainer (dialogue box - anchored to bottom)
└── MarginContainer
└── VBoxContainer
├── HBoxContainer (character info)
│ ├── TextureRect (character portrait)
│ └── Label (character name)
├── RichTextLabel (dialogue text with BBCode)
└── VBoxContainer (choice container)
├── Button (choice 1)
├── Button (choice 2)
└── Button (choice 3)
```
### Pause Menu
```
CanvasLayer (layer = 100)
├── ColorRect (semi-transparent overlay - modulate alpha)
└── CenterContainer (full rect anchors)
└── PanelContainer (menu panel)
└── MarginContainer
└── VBoxContainer
├── Label (PAUSED)
├── Button (Resume)
├── Button (Settings)
├── Button (Main Menu)
└── Button (Quit)
```
## Common UI Scripting Patterns
### Button Connections
```gdscript
@onready var start_button = $VBoxContainer/StartButton
func _ready():
# Connect button signals
start_button.pressed.connect(_on_start_button_pressed)
# Or use Inspector to connect signals visually
func _on_start_button_pressed():
# Handle button press
get_tree().change_scene_to_file("res://scenes/main_game.tscn")
```
### Menu Navigation with Keyboard/Gamepad
```gdscript
func _ready():
# Set first focusable button
$VBoxContainer/StartButton.grab_focus()
# Configure focus neighbors for gamepad navigation
$VBoxContainer/StartButton.focus_neighbor_bottom = $VBoxContainer/SettingsButton.get_path()
$VBoxContainer/SettingsButton.focus_neighbor_top = $VBoxContainer/StartButton.get_path()
$VBoxContainer/SettingsButton.focus_neighbor_bottom = $VBoxContainer/QuitButton.get_path()
```
### Animated Transitions
```gdscript
# Fade in menu
func show_menu():
modulate.a = 0
visible = true
var tween = create_tween()
tween.tween_property(self, "modulate:a", 1.0, 0.3)
# Fade out menu
func hide_menu():
var tween = create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.3)
tween.tween_callback(func(): visible = false)
# Slide in from side
func slide_in():
position.x = -get_viewport_rect().size.x
visible = true
var tween = create_tween()
tween.set_trans(Tween.TRANS_QUAD)
tween.set_ease(Tween.EASE_OUT)
tween.tween_property(self, "position:x", 0, 0.5)
```
### Dynamic Lists
```gdscript
# Populate ItemList dynamically
@onready var item_list = $ItemList
func populate_list(items: Array):
item_list.clear()
for item in items:
item_list.add_item(item.name, item.icon)
item_list.set_item_metadata(item_list.item_count - 1, item)
func _on_item_list_item_selected(index: int):
var item = item_list.get_item_metadata(index)
# Do something with selected item
```
### Health Bar Updates
```gdscript
@onready var health_bar = $HealthBar
var current_health = 100
var max_health = 100
func _ready():
health_bar.max_value = max_health
health_bar.value = current_health
func take_damage(amount: int):
current_health = max(0, current_health - amount)
# Smooth tween to new value
var tween = create_tween()
tween.tween_property(health_bar, "value", current_health, 0.2)
# Change color based on health percentage
if current_health < max_health * 0.3:
health_bar.modulate = Color.RED
elif current_health < max_health * 0.6:
health_bar.modulate = Color.YELLOW
else:
health_bar.modulate = Color.GREEN
```
### Modal Popups
```gdscript
@onready var popup = $Popup
func show_confirmation(message: String, on_confirm: Callable):
$Popup/VBoxContainer/Label.text = message
popup.popup_centered()
# Store callback
if not $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.is_connected(_on_confirm):
$Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.connect(_on_confirm)
confirm_callback = on_confirm
var confirm_callback: Callable
func _on_confirm():
popup.hide()
if confirm_callback:
confirm_callback.call()
```
## UI Performance Optimization
**Best Practices:**
1. **Use CanvasLayers for depth management** instead of z_index when possible
2. **Clip content** in ScrollContainers with `clip_contents = true`
3. **Limit RichTextLabel complexity** - BBCode parsing can be slow
4. **Pool UI elements** - Reuse nodes instead of creating/destroying
5. **Use TextureAtlas** for UI sprites to reduce draw calls
6. **Batch similar elements** under same parent
7. **Disable processing** when UI is hidden: `process_mode = PROCESS_MODE_DISABLED`
8. **Use Control.clip_contents** to prevent rendering off-screen elements
**Memory Management:**
```gdscript
# Free unused UI scenes
func close_menu():
queue_free() # Instead of just hiding
# Object pooling for frequently created UI
var button_pool = []
const MAX_POOL_SIZE = 20
func get_pooled_button():
if button_pool.is_empty():
return Button.new()
return button_pool.pop_back()
func return_to_pool(button: Button):
if button_pool.size() < MAX_POOL_SIZE:
button.get_parent().remove_child(button)
button_pool.append(button)
else:
button.queue_free()
```
## Accessibility Features
**Text Scaling:**
```gdscript
# Support text size preferences
func apply_text_scale(scale: float):
for label in get_tree().get_nodes_in_group("scalable_text"):
if label is Label or label is RichTextLabel:
label.add_theme_font_size_override("font_size", int(16 * scale))
```
**Gamepad Support:**
```gdscript
# Ensure all interactive UI is gamepad-accessible
func _ready():
# Set up focus chain
for i in range($ButtonContainer.get_child_count() - 1):
var current = $ButtonContainer.get_child(i)
var next = $ButtonContainer.get_child(i + 1)
current.focus_neighbor_bottom = next.get_path()
next.focus_neighbor_top = current.get_path()
# Grab focus on first button
if $ButtonContainer.get_child_count() > 0:
$ButtonContainer.get_child(0).grab_focus()
```
## MCP Tool Usage
When creating UI elements, you should:
1. **Use `mcp__godot__create_scene`** to create new UI scene files
2. **Use `mcp__godot__add_node`** to build Control node hierarchies
3. **Use `mcp__godot__save_scene`** to save after creating UI structure
4. **Use Edit/Write tools** to create associated GDScript files for UI logic
5. **Use `mcp__godot__load_sprite`** to import UI textures and icons
**Example Workflow:**
```
1. create_scene("res://scenes/ui/main_menu.tscn", "CanvasLayer")
2. add_node(..., "MarginContainer")
3. add_node(..., "VBoxContainer")
4. add_node(..., "Button")
5. save_scene(...)
6. Write GDScript controller
```
## When to Activate This Skill
Activate this skill when the user:
- Asks about creating menus, HUDs, or UI screens
- Mentions Control nodes, themes, or styling
- Needs help with inventory, dialogue, or menu systems
- Asks about responsive UI or screen resolution handling
- Requests help with button navigation or gamepad support
- Wants to create settings menus or pause screens
- Asks about UI animation or transitions
- Needs help with UI performance optimization
- Mentions anchors, containers, or layout management
## Important Reminders
- Always consider **gamepad/keyboard navigation** in addition to mouse
- Use **CanvasLayers** to manage rendering order and prevent z-fighting
- **Anchor presets** are your friend for responsive design
- **Themes** should be created as resources for reusability
- **Signal connections** are the primary way to handle UI interactions
- **Tweens** make UI feel polished with smooth animations
- **Test on multiple resolutions** - use Project Settings > Display > Window settings