---
name: godot-modernize-ui-7f9381212822
version: 1.0.0
displayName: Godot UI Modernization
description: Modernize Godot 3.x UI to 4.x best practices with theme extraction, responsive layouts, hiDPI support, and RichTextLabel BBCode patterns
author: Godot Superpowers
license: MIT
category: ui
type: tool
difficulty: beginner
audience:
  - developers
  - ui-designers
keywords:
  - godot
  - ui
  - theme
  - responsive
  - hidpi
  - bbcode
  - anchoring
  - layout
  - control
  - modernize
platforms:
  - linux
  - macos
  - windows
repository: https://github.com/asreonn/godot-superpowers
homepage: https://github.com/asreonn/godot-superpowers#readme
---

# Godot UI Modernization

Modernizes Godot 3.x UI scenes and scripts to Godot 4.x best practices.

## When to Use

- Migrating Godot 3.x projects to 4.x with UI scenes
- UI doesn't scale properly on hiDPI displays
- Hardcoded styles scattered across Control nodes
- Manual positioning instead of responsive anchoring
- RichTextLabel using deprecated BBCode tags
- Creating reusable custom controls

## Core Patterns

### 1. Theme Resource Extraction

**Before (Godot 3.x):**
```gdscript
# Hardcoded in each Control node
$Button.modulate = Color.red
$Button.get("custom_styles/normal").bg_color = Color.blue
$Label.add_font_override("font", preload("res://fonts/big.tres"))
```

**After (Godot 4.x):**
```gdscript
# Centralized in Theme resource
# Create: res://ui/themes/main_theme.tres
# Assign to root Control or project settings
```

**Theme.tres structure:**
```
Theme
├── Button/styles/normal (StyleBoxFlat)
├── Button/colors/font_color = Color(1, 1, 1, 1)
├── Button/fonts/font = preload("res://fonts/button_font.tres")
├── Label/fonts/font = preload("res://fonts/label_font.tres")
└── Panel/styles/panel (StyleBoxFlat)
```

### 2. Control Anchoring Standardization

**Before:**
```gdscript
# Manual positioning
$Panel.position = Vector2(100, 100)
$Panel.size = Vector2(400, 300)
```

**After:**
```
Control (root)
├── Layout Mode: Anchors
├── Anchor Left: 0.5, Anchor Top: 0.5
├── Anchor Right: 0.5, Anchor Bottom: 0.5
├── Grow Horizontal: Center
├── Grow Vertical: Center
└── Custom Minimum Size: (400, 300)
```

**Anchor Presets for Common Layouts:**

| Layout | Anchors | Offsets | Grow |
|--------|---------|---------|------|
| Fullscreen | 0,0 to 1,1 | 0 all sides | Both |
| Top Bar | 0,0 to 1,0 | Bottom: 60 | Horizontal |
| Bottom Bar | 0,1 to 1,1 | Top: 60 | Horizontal |
| Center Panel | 0.5,0.5 | Size defined | Both |
| Left Sidebar | 0,0 to 0,1 | Right: 250 | Vertical |
| Right Sidebar | 1,0 to 1,1 | Left: 250 | Vertical |

### 3. UI Scaling (hiDPI Support)

**Project Settings:**
```
Display > Window > Stretch
├── Mode: canvas_items (or viewport)
├── Aspect: expand
└── Scale: 1.0 (auto-detected)
```

**Script for Dynamic Scaling:**
```gdscript
func _ready():
    # Handle hiDPI on different displays
    var screen_dpi = DisplayServer.screen_get_dpi()
    if screen_dpi > 150:
        get_tree().root.content_scale_factor = 2.0
```

**Responsive Sizing:**
```gdscript
@export var base_width: float = 1920.0
@export var base_height: float = 1080.0

func _on_viewport_size_changed():
    var viewport_size = get_viewport().get_visible_rect().size
    var scale_x = viewport_size.x / base_width
    var scale_y = viewport_size.y / base_height
    scale = Vector2(min(scale_x, scale_y), min(scale_x, scale_y))
```

### 4. RichTextLabel BBCode Patterns

**Deprecated Godot 3.x:**
```
[color=red]Warning[/color]
[url=https://example.com]Link[/url]
[img]res://icon.png[/img]
```

**Godot 4.x BBCode:**
```
[color=ff0000]Warning[/color]
[color=#ff0000]Hex Color[/color]
[url=https://example.com]Link[/url]
[img=64x64]res://icon.png[/img]
[font=res://fonts/custom.tres]Custom font[/font]
[wave amp=50 freq=5]Animated text[/wave]
[tornado radius=5 freq=2]Spinning text[/tornado]
[shake rate=5 level=10]Shaking text[/shake]
[fgcolor=00ff00 bgcolor=000000]Background[/fgcolor]
[outline_color=ffffff]Outlined[/outline_color]
```

**Script Integration:**
```gdscript
@onready var rich_label: RichTextLabel = $RichTextLabel

func append_colored_text(text: String, color: Color):
    rich_label.append_text("[color=%s]%s[/color]" % [color.to_html(), text])

func append_url(text: String, url: String):
    rich_label.append_text("[url=%s]%s[/url]" % [url, text])
    
func _on_meta_clicked(meta):
    OS.shell_open(str(meta))
```

### 5. Custom Control Creation

**Custom Button with Built-in Theme:**
```gdscript
@tool
class_name ModernButton
extends Button

@export var button_style: ButtonStyle = ButtonStyle.PRIMARY:
    set(value):
        button_style = value
        _update_style()

enum ButtonStyle { PRIMARY, SECONDARY, DANGER }

func _ready():
    _update_style()

func _update_style():
    match button_style:
        ButtonStyle.PRIMARY:
            add_theme_color_override("font_color", Color(1, 1, 1))
            add_theme_stylebox_override("normal", preload("res://ui/styles/primary_normal.tres"))
        ButtonStyle.SECONDARY:
            add_theme_color_override("font_color", Color(0.2, 0.2, 0.2))
            add_theme_stylebox_override("normal", preload("res://ui/styles/secondary_normal.tres"))
        ButtonStyle.DANGER:
            add_theme_color_override("font_color", Color(1, 1, 1))
            add_theme_stylebox_override("normal", preload("res://ui/styles/danger_normal.tres"))
```

## Responsive Design Patterns

### Container Hierarchy

```
CanvasLayer (UI Layer)
└── Control (Full Rect anchor, Fullscreen preset)
    ├── MarginContainer (padding)
    │   ├── VBoxContainer (vertical layout)
    │   │   ├── HBoxContainer (top bar)
    │   │   │   ├── Label (title)
    │   │   │   └── Button (close)
    │   │   └── ScrollContainer (scrollable content)
    │   │       └── VBoxContainer
    │   │           └── (dynamic content)
    │   └── HBoxContainer (bottom bar)
    │       └── Button (action)
    └── Panel (overlay/popup)
```

### Safe Area Handling (Mobile)
```gdscript
func _ready():
    # Apply safe area insets for notched devices
    var safe_area = DisplayServer.get_display_safe_area()
    var window_size = DisplayServer.window_get_size()
    
    $MarginContainer.add_theme_constant_override("margin_left", safe_area.position.x)
    $MarginContainer.add_theme_constant_override("margin_top", safe_area.position.y)
    $MarginContainer.add_theme_constant_override("margin_right", 
        window_size.x - safe_area.end.x)
    $MarginContainer.add_theme_constant_override("margin_bottom", 
        window_size.y - safe_area.end.y)
```

## Common Mistakes

**Using RectPosition/RectSize directly:**
```gdscript
# ❌ Bad - breaks with different resolutions
$Control.rect_position = Vector2(100, 100)
$Control.rect_size = Vector2(200, 150)

# ✅ Good - use anchors and layout containers
# Set anchors in editor or use custom_minimum_size
$Control.custom_minimum_size = Vector2(200, 150)
```

**Hardcoding pixel values without scaling:**
```gdscript
# ❌ Bad - too small on hiDPI
var padding = 10

# ✅ Good - scale with content_scale_factor
var padding = 10 * get_tree().root.content_scale_factor
```

**Manual font size calculations:**
```gdscript
# ❌ Bad - inconsistent across displays
label.add_theme_font_size_override("font_size", 24)

# ✅ Good - use theme with dynamic fonts
# Set in Theme resource with multiple sizes
```

**Forgetting to handle window resize:**
```gdscript
# ✅ Good - subscribe to resize signal
func _ready():
    get_viewport().size_changed.connect(_on_viewport_size_changed)
    _on_viewport_size_changed()

func _on_viewport_size_changed():
    # Recalculate responsive layout
    pass
```

## Quick Reference

| Task | Godot 3.x | Godot 4.x |
|------|-----------|-----------|
| Theme override | `add_stylebox_override()` | `add_theme_stylebox_override()` |
| Font override | `add_font_override()` | `add_theme_font_override()` |
| Color override | `add_color_override()` | `add_theme_color_override()` |
| Constant override | `add_constant_override()` | `add_theme_constant_override()` |
| Size override | `rect_min_size` | `custom_minimum_size` |
| Position | `rect_position` | `position` |
| Size | `rect_size` | `size` |
| Global position | `rect_global_position` | `global_position` |
| BBCode color | `[color=red]` | `[color=ff0000]` or `[color=#ff0000]` |
| BBCode image | `[img]path[/img]` | `[img=widthxheight]path[/img]` |
| hiDPI setting | `ProjectSettings.display/window/dpi/allow_hidpi` | `Display > Window > Stretch > Mode` |

## Migration Checklist

- [ ] Extract all hardcoded styles to Theme resources
- [ ] Replace rect_* properties with position/size
- [ ] Update BBCode syntax (colors, images)
- [ ] Configure hiDPI in project settings
- [ ] Convert manual positioning to anchor/layout system
- [ ] Test on multiple resolutions and DPIs
- [ ] Add viewport resize handling
- [ ] Create custom controls for repeated patterns


---
Source attribution: Asreonn
Original project: https://github.com/Asreonn/godot-superpowers/blob/8f8a561b7766e6f56939124e0203a00b41f64fb8/mini-skills/godot-modernize-ui/SKILL.md
License: MIT
License information: https://opensource.org/license/mit
Original upstream instructions; downloaded from Mega AI Hub.

## Upstream license notice

MIT License

Copyright (c) 2026 Godot Superpowers Contributors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.



# Mega AI Hub resource metadata

Creator / publisher: Asreonn
Original project: https://github.com/Asreonn/godot-superpowers/blob/8f8a561b7766e6f56939124e0203a00b41f64fb8/mini-skills/godot-modernize-ui/SKILL.md
Attribution basis: Source repository record

Fields of work: Design, Development & Engineering
Roles: Frontend Developer, Game Developer, UX Designer
Specialties: Design, Frontend
Tools: Godot
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: 5e62748752797e989e2634cb57774f448510f979ae1d74b7678e7258678d9d76
