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Modernize Godot 3.x UI to 4.x best practices with theme extraction, responsive layouts, hiDPI support, and RichTextLabel BBCode patterns
---
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
---
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
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.