StyleBoxFlat Class |
This StyleBox can be used to achieve all kinds of looks without the need of a texture. The following properties are customizable:
- Color
- Border width (individual width for each border)
- Rounded corners (individual radius for each corner)
- Shadow (with blur and offset)
Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system. Example:
height = 30 corner_radius_top_left = 50 corner_radius_bottom_left = 100
The relative system now would take the 1:2 ratio of the two left corners to calculate the actual corner width. Both corners added will never be more than the height. Result:
corner_radius_top_left: 10 corner_radius_bottom_left: 20
Namespace: Godot
public class StyleBoxFlat : StyleBox
The StyleBoxFlat type exposes the following members.
Name | Description | |
---|---|---|
StyleBoxFlat | Initializes a new instance of the StyleBoxFlat class |
Name | Description | |
---|---|---|
AntiAliasing | Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners. | |
AntiAliasingSize | This changes the size of the faded ring. Higher values can be used to achieve a "blurry" effect. | |
BgColor | The background color of the stylebox. | |
BorderBlend | If true, the border will fade into the background color. | |
BorderColor | Sets the color of the border. | |
BorderWidthBottom | Border width for the bottom border. | |
BorderWidthLeft | Border width for the left border. | |
BorderWidthRight | Border width for the right border. | |
BorderWidthTop | Border width for the top border. | |
ContentMarginBottom | The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom. If this value is negative, it is ignored and a child-specific margin is used instead. For example for StyleBoxFlat the border thickness (if any) is used instead. It is up to the code using this style box to decide what these contents are: for example, a Button respects this content margin for the textual contents of the button. GetMargin(Margin) should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above. | |
ContentMarginLeft | The left margin for the contents of this style box.Increasing this value reduces the space available to the contents from the left. Refer to ContentMarginBottom for extra considerations. | |
ContentMarginRight | The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right. Refer to ContentMarginBottom for extra considerations. | |
ContentMarginTop | The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top. Refer to ContentMarginBottom for extra considerations. | |
CornerDetail | This sets the number of vertices used for each corner. Higher values result in rounder corners but take more processing power to compute. When choosing a value, you should take the corner radius (SetCornerRadiusAll(Int32)) into account. For corner radii less than 10, 4 or 5 should be enough. For corner radii less than 30, values between 8 and 12 should be enough. A corner detail of 1 will result in chamfered corners instead of rounded corners, which is useful for some artistic effects. | |
CornerRadiusBottomLeft | The bottom-left corner's radius. If 0, the corner is not rounded. | |
CornerRadiusBottomRight | The bottom-right corner's radius. If 0, the corner is not rounded. | |
CornerRadiusTopLeft | The top-left corner's radius. If 0, the corner is not rounded. | |
CornerRadiusTopRight | The top-right corner's radius. If 0, the corner is not rounded. | |
DrawCenter | Toggles drawing of the inner part of the stylebox. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
ExpandMarginBottom | Expands the stylebox outside of the control rect on the bottom edge. Useful in combination with BorderWidthBottom to draw a border outside the control rect. | |
ExpandMarginLeft | Expands the stylebox outside of the control rect on the left edge. Useful in combination with BorderWidthLeft to draw a border outside the control rect. | |
ExpandMarginRight | Expands the stylebox outside of the control rect on the right edge. Useful in combination with BorderWidthRight to draw a border outside the control rect. | |
ExpandMarginTop | Expands the stylebox outside of the control rect on the top edge. Useful in combination with BorderWidthTop to draw a border outside the control rect. | |
NativeInstance | (Inherited from Object.) | |
ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. | |
ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. | |
ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. | |
ShadowColor | The color of the shadow. This has no effect if ShadowSize is lower than 1. | |
ShadowOffset | The shadow offset in pixels. Adjusts the position of the shadow relatively to the stylebox. | |
ShadowSize | The shadow size in pixels. |
Name | Description | |
---|---|---|
_Get | Virtual method which can be overridden to customize the return value of Get(String). Returns the given property. Returns null if the property does not exist. | |
_GetPropertyList | Virtual method which can be overridden to customize the return value of GetPropertyList. Returns the object's property list as an Array of dictionaries. Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
_Notification | Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method. | |
_Set | Virtual method which can be overridden to customize the return value of Set(String, Object). Sets a property. Returns true if the property exists. | |
_SetupLocalToScene | Virtual function which can be overridden to customize the behavior value of SetupLocalToScene. | |
AddUserSignal | Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries. | |
Call | Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
CallDeferred | Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call_deferred("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
Callv | Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array. callv("set", [ "position", Vector2(42.0, 0.0) ]) | |
CanTranslateMessages | Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String). | |
Connect | Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples: connect("pressed", self, "_on_Button_pressed") # BaseButton signal connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object): connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first func _on_Player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage]) | |
Disconnect | Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists. | |
Dispose | (Inherited from Object.) | |
Dispose(Boolean) | (Inherited from Object.) | |
Draw | Draws this stylebox using a CanvasItem with given RID. You can get a RID value using GetInstanceId on a CanvasItem-derived node. | |
Duplicate | Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. | |
EmitChanged | Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to: emit_signal("changed") Note: This method is called automatically for built-in resources. | |
EmitSignal | Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: emit_signal("hit", weapon_type, damage) emit_signal("game_over") | |
Equals | (Inherited from Object.) | |
Finalize | (Inherited from Object.) | |
Free | Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame. Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties. | |
Get | Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
GetAaSize | Obsolete. | |
GetBgColor | Obsolete. | |
GetBorderBlend | Obsolete. | |
GetBorderColor | Obsolete. | |
GetBorderWidth | Obsolete. Returns the given margin's border width. See Margin for possible values. | |
GetBorderWidthMin | Returns the smallest border width out of all four borders. | |
GetCenterSize | Returns the size of this StyleBox without the margins. | |
GetClass | Returns the object's class as a String. | |
GetCornerDetail | Obsolete. | |
GetCornerRadius | Obsolete. Returns the given corner's radius. See Corner for possible values. | |
GetCurrentItemDrawn | Returns the CanvasItem that handles its or _Draw callback at this moment. | |
GetDefaultMargin | Obsolete. Returns the default value of the specified Margin. | |
GetExpandMargin | Obsolete. Returns the size of the given margin's expand margin. See Margin for possible values. | |
GetHashCode | (Inherited from Object.) | |
GetIncomingConnections | Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries: - source is a reference to the signal emitter. - signal_name is the name of the connected signal. - method_name is the name of the method to which the signal is connected. | |
GetIndexed | Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". | |
GetInstanceId | Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id. | |
GetLocalScene | If ResourceLocalToScene is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null. | |
GetMargin | Returns the content margin offset for the specified Margin. Positive values reduce size inwards, unlike Control's margin values. | |
GetMeta | Returns the object's metadata entry for the given name. | |
GetMetaList | Returns the object's metadata as a String. | |
GetMethodList | Returns the object's methods and their signatures as an Array. | |
GetMinimumSize | Returns the minimum size that this stylebox can be shrunk to. | |
GetName | Obsolete. (Inherited from Resource.) | |
GetOffset | Returns the "offset" of a stylebox. This helper function returns a value equivalent to Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP)). | |
GetPath | Obsolete. (Inherited from Resource.) | |
GetPropertyList | Returns the object's property list as an Array of dictionaries. Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
GetRid | Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID. | |
GetScript | Returns the object's Script instance, or null if none is assigned. | |
GetShadowColor | Obsolete. | |
GetShadowOffset | Obsolete. | |
GetShadowSize | Obsolete. | |
GetSignalConnectionList | Returns an Array of connections for the given signal. | |
GetSignalList | Returns the list of signals as an Array of dictionaries. | |
GetType | (Inherited from Object.) | |
HasMeta | Returns true if a metadata entry is found with the given name. | |
HasMethod | Returns true if the object contains the given method. | |
HasSignal | Returns true if the given signal exists. | |
HasUserSignal | Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account. | |
InitRef | Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful. | |
IsAntiAliased | Obsolete. | |
IsBlockingSignals | Returns true if signal emission blocking is enabled. | |
IsClass | Returns true if the object inherits from the given class. | |
IsConnected | Returns true if a connection exists for a given signal, target, and method. | |
IsDrawCenterEnabled | Obsolete. | |
IsLocalToScene | Obsolete. (Inherited from Resource.) | |
IsQueuedForDeletion | Returns true if the QueueFree method was called for the object. | |
MemberwiseClone | (Inherited from Object.) | |
Notification | Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from. If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes. | |
PropertyListChangedNotify | Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds. | |
Reference_ | Increments the internal reference counter. Use this only if you really know what you are doing. Returns true if the increment was successful, false otherwise. | |
RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). | |
Set | Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetAaSize | Obsolete. | |
SetAntiAliased | Obsolete. | |
SetBgColor | Obsolete. | |
SetBlockSignals | If set to true, signal emission is blocked. | |
SetBorderBlend | Obsolete. | |
SetBorderColor | Obsolete. | |
SetBorderWidth | Obsolete. Sets the border width to width pixels for the given margin. See Margin for possible values. | |
SetBorderWidthAll | Sets the border width to width pixels for all margins. | |
SetCornerDetail | Obsolete. | |
SetCornerRadius | Obsolete. Sets the corner radius to radius pixels for the given corner. See Corner for possible values. | |
SetCornerRadiusAll | Sets the corner radius to radius pixels for all corners. | |
SetCornerRadiusIndividual | Sets the corner radius for each corner to radius_top_left, radius_top_right, radius_bottom_right, and radius_bottom_left pixels. | |
SetDefaultMargin | Obsolete. Sets the default value of the specified Margin to given offset in pixels. | |
SetDeferred | Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetDrawCenter | Obsolete. | |
SetExpandMargin | Obsolete. Sets the expand margin to size pixels for the given margin. See Margin for possible values. | |
SetExpandMarginAll | Sets the expand margin to size pixels for all margins. | |
SetExpandMarginIndividual | Sets the expand margin for each margin to size_left, size_top, size_right, and size_bottom pixels. | |
SetIndexed | Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example: set_indexed("position", Vector2(42, 0)) set_indexed("position:y", -10) print(position) # (42, -10) | |
SetLocalToScene | Obsolete. (Inherited from Resource.) | |
SetMessageTranslation | Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default. | |
SetMeta | Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name". | |
SetName | Obsolete. (Inherited from Resource.) | |
SetPath | Obsolete. (Inherited from Resource.) | |
SetScript | Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called. | |
SetShadowColor | Obsolete. | |
SetShadowOffset | Obsolete. | |
SetShadowSize | Obsolete. | |
SetupLocalToScene | This method is called when a resource with ResourceLocalToScene enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding _SetupLocalToScene from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport. | |
TakeOverPath | Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting ResourcePath, as the latter would error out if another resource was already cached for the given path. | |
TestMask | Test a position in a rectangle, return whether it passes the mask test. | |
ToSignal |
Returns a new SignalAwaiter awaiter configured to complete when the instance
source emits the signal specified by the signal parameter.
(Inherited from Object.) | |
ToString | (Inherited from Object.) | |
Tr | Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean). | |
Unreference | Decrements the internal reference counter. Use this only if you really know what you are doing. Returns true if the decrement was successful, false otherwise. |