godot-ui-containers
Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFl…
它会碰到什么
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技能内容
Decision Tree: Container type → script
| Need | Prefer | MANDATORY script |
|------|--------|------------------|
| Breakpoint shell / full-screen adaptive root | Margin + Box containers | [responsive_layout_builder.gd](scripts/responsive_layout_builder.gd) |
| Fixed columns that change with width | GridContainer | [responsive_grid.gd](scripts/responsive_grid.gd) / [responsive_inventory_grid.gd](scripts/responsive_inventory_grid.gd) |
| Wrapping chips / tags | HFlowContainer | [responsive_tag_cloud.gd](scripts/responsive_tag_cloud.gd) |
| Thousands of scroll rows | Virtual pool (not raw children) | [virtual_list.gd](scripts/virtual_list.gd) |
| Log/chat autoscroll | ScrollContainer | [terminal_autoscroll.gd](scripts/terminal_autoscroll.gd) |
| 3D character/item preview in UI | SubViewportContainer | [viewport_3d_preview.gd](scripts/viewport_3d_preview.gd) |
| Deep nesting causing layout spikes | Anchors/offsets instead | [performance_anchor_layout.gd](scripts/performance_anchor_layout.gd) |
| Radial/wheel menus | Custom Container | [custom_radial_container.gd](scripts/custom_radial_container.gd) |
Do-NOT-Load (by scenario)
| Scenario | Load | Do NOT load |
|----------|------|-------------|
| Inventory / shop grid | responsive_grid.gd / responsive_inventory_grid.gd | custom_radial_container.gd, viewport_3d_preview.gd |
| Tag cloud / chip wrap | responsive_tag_cloud.gd | Grid column scripts, virtual_list.gd |
| Thousands of log/chat rows | virtual_list.gd + terminal_autoscroll.gd | Inventory/radial/viewport scripts |
| 3D item/character preview | viewport_3d_preview.gd | Radial menu + inventory grid scripts |
| Radial / wheel menu | custom_radial_container.gd | Virtual list + tag cloud |
| Deep nesting / layout spikes | performance_anchor_layout.gd | Full responsive builder catalog |
Available Scripts
[virtual_list.gd](scripts/virtual_list.gd)
Virtual List Pooling — recycle a small Control pool + spacer height for O(1) ScrollContainer rows.
[responsive_layout_builder.gd](scripts/responsive_layout_builder.gd)
Expert container builder with breakpoint-based responsive layouts.
[responsive_grid.gd](scripts/responsive_grid.gd)
Auto-adjusting GridContainer that changes column count based on available width.
[responsive_inventory_grid.gd](scripts/responsive_inventory_grid.gd)
Expert logic for dynamic Grid columns based on available width and item minimum size.
[terminal_autoscroll.gd](scripts/terminal_autoscroll.gd)
Safe ScrollContainer management. Handles the common "one-frame delay" bug when adding logs or chat.
[viewport_3d_preview.gd](scripts/viewport_3d_preview.gd)
High-performance 3D-in-UI setup. Uses stretch_shrink and transparent_bg for character previews.
[dynamic_tab_manager.gd](scripts/dynamic_tab_manager.gd)
Pattern for dynamic tab spawning, custom titles, and tab closing logic.
[responsive_tag_cloud.gd](scripts/responsive_tag_cloud.gd)
Wrapping item lists using HFlowContainer, essential for tag clouds and responsive menus.
[performance_anchor_layout.gd](scripts/performance_anchor_layout.gd)
Optimization architecture. Replaces deep container nesting with lightweight Anchor and Offset logic.
[custom_radial_container.gd](scripts/custom_radial_container.gd)
Expert custom container logic implementing a radial/circle layout via NOTIFICATION_SORT_CHILDREN.
[animated_container_shuffle.gd](scripts/animated_container_shuffle.gd)
Dynamic sibling reordering and animation logic for interactive UI lists.
[aspect_ratio_mini_map.gd](scripts/aspect_ratio_mini_map.gd)
Enforcing strict aspect ratios (e.g. 1:1, 16:9) across fluid window resizes using AspectRatioContainer.
[container_size_flags_pro.gd](scripts/container_size_flags_pro.gd)
Advanced sizing logic using SIZE_EXPAND_FILL and stretch_ratio for weighted layouts.
NEVER Do in UI Containers
- NEVER ignore
mouse_filterproperties; strictly set toPASSorIGNOREon overlay containers to prevent them from blocking clicks to underlying buttons. - NEVER instantiate thousands of nodes in a
ScrollContainer; strictly use Virtual List Pooling — MANDATORY read [virtual_list.gd](scripts/virtual_list.gd) (VScrollBarhook + single spacer child) for O(1) rendering performance. - NEVER manually calculate card dimensions for responsive grids; strictly use an
AspectRatioContainerto lock proportions (e.g., 2:3 ratio) while allowing parent containers to handle scaling. - NEVER manually set child
positionorsizein a Container — Containers override child transforms duringqueue_sort(). Usecustom_minimum_sizeorsize_flagsinstead [1]. - NEVER forget
size_flagsfor expansion — Default isSIZE_SHRINK_BEGIN. Children will stay tiny unless you setSIZE_EXPAND_FILLfor responsive containers. - NEVER use
GridContainerwithout settingcolumns— Default is 1, creating a simple vertical list. For responsive wrapping, useHFlowContainerinstead [8]. - NEVER nest containers too deeply (10+ levels) — Heavy nesting causes layout recalculation spikes. Replace intermediate containers with Anchor Layouts for static padding [16].
- NEVER skip separation overrides — Default theme separation is often too tight. Use
add_theme_constant_override("separation", value)for professional breathing room. - NEVER use
ScrollContainerwithout a minimum size — Without it, the container may collapse to zero or expand infinitely, breaking the scroll mechanism. - NEVER scroll to a new child on the same frame it was added — The layout hasn't updated yet. You MUST
await get_tree().process_framebefore settingscroll_vertical[5]. - NEVER scale a
SubViewportContainerto change its size — This distorts the rendered contents. Adjust margins or usestretchandstretch_shrinkproperties instead [2]. - NEVER leave
mouse_filteron default for layered Viewports — Input events might not reach children. UseMOUSE_FILTER_PASSorSTOPto ensure events drill down [6]. - NEVER use
GridContainerfor responsive wrapping — UseHFlowContainerif you want items to wrap based on width. GridContainer enforces a strict column count [7]. - NEVER animate
positiondirectly inside a container — UseTweenoncustom_minimum_sizeto smoothly "push" siblings during transitions [1].
Expert Layout Patterns
1. Split-Screen-Container (Dynamic)
Standard pattern for local multiplayer or comparisons using HSplitContainer.
# split_screen.gd
func setup_split(v1: SubViewport, v2: SubViewport):
var hsplit = HSplitContainer.new()
var c1 = SubViewportContainer.new()
c1.stretch = true # Resize viewport to match container
c1.add_child(v1)
hsplit.add_child(c1)
# repeat for c2/v2...
2. Virtual List ScrollContainer (Pooling)
High-performance list for thousands of items. MANDATORY: implement via [virtual_list.gd](scripts/virtual_list.gd) (setup_pool + set_data) — do not paste a one-off scroll recycler inline.
3. Aspect-Ratio-Locked Cards
Responsive cards that maintain proportions (e.g., 2:3) in any grid or flow container.
# card_grid.gd
func add_card(texture: Texture2D):
var arc = AspectRatioContainer.new()
arc.ratio = 0.66 # 2:3 proportions
arc.stretch_mode = AspectRatioContainer.STRETCH_FIT
var tr = TextureRect.new()
tr.texture = texture
tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
arc.add_child(tr)
grid_container.add_child(arc)
> Size-flag recipes: MANDATORY [container_size_flags_pro.gd](scripts/container_size_flags_pro.gd) — do not paste beginner SIZE_EXPAND_FILL tutorials inline.
Deep recipes (on demand)
> LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.
| Topic | Reference |
|-------|-----------|
| Anchors, flags, separation | [container-layout-recipes.md](references/container-layout-recipes.md) |
Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Using Containers — Canonical guide for box/grid/flow/split containers, size flags, and when Containers override child transforms.
- Size and anchors — Anchor presets and offsets for responsive Control placement when you intentionally skip deep Container nesting.
- Control node gallery — Visual catalog of Control/Container types so agents pick HFlow vs Grid vs Split correctly.
- Custom GUI controls — NOTIFICATION_SORT_CHILDREN and fit_child_in_rect patterns required for custom radial/layouts.
- GUI navigation — Focus neighbors and keyboard/gamepad traversal across container-built menus.
- Multiple resolutions — Stretch modes and content scale that interact with container-driven responsive UI.
- Control — size_flags_*, custom_minimum_size, mouse_filter, and anchors APIs every layout script uses.
- Container — Base sort lifecycle (queue_sort / SORT_CHILDREN) that forbids manual child position/size.
- ScrollContainer — Scroll bars, minimum size pitfalls, and post-frame scroll_vertical updates for log/chat UIs.
- HFlowContainer — Width-based wrapping for tag clouds and chip lists (prefer over fixed-column GridContainer).
- AspectRatioContainer — Lock card/minimap proportions under fluid parent sizes.
- SubViewportContainer — stretch / stretch_shrink for 3D-in-UI previews without scaling distortion.
Related Skills
Prerequisites
- godot-project-foundations — Scene tree ownership, Control roots, and project layout conventions every responsive menu assumes before wiring containers.
- godot-gdscript-mastery — Typed Control APIs,
@onready, and safe child rebuild loops used when building grids/tabs at runtime. - godot-signal-architecture — Resize, tab-changed, and inventory-refresh signals should flow signal-up / call-down so layout scripts never own game state.
Complements
- godot-ui-theming — Theme constants (
separation, margins) and type variations style container chrome without hardcoding colors in layout code. - godot-ui-rich-text — RichTextLabel minimum sizes and BBCode content drive ScrollContainer height; pair after the layout shell exists.
- godot-tweening — Animate
custom_minimum_size/ reorder feedback instead of tweeningpositioninside Containers. - godot-input-handling — Focus, mouse_filter, and action maps for interactive lists/tabs built from Containers.
- godot-adapt-desktop-to-mobile — Breakpoint-driven column counts and safe-area margins compose with responsive Grid/HFlow builders.
- godot-inventory-system — Inventory grids consume responsive column logic; containers present slots, inventory owns item truth.
- godot-performance-optimization — Virtual list pooling and shallow anchor layouts when ScrollContainer would otherwise spawn thousands of Controls.
Downstream / consumers
- godot-dialogue-system — Dialogue choice lists and history panels are Scroll/VBox layouts that reuse autoscroll and separation patterns.
- godot-genre-card-game — Hand arcs, drag layers, and deck UIs assemble AspectRatio/HFlow containers around card Resources.
- godot-composition-apps — Tooling/app UIs reuse the same Container size-flag and split patterns outside gameplay HUDs.
Master
- godot-master — Router and mirrored module entry for UI Containers when agents start from the library index.
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