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CanvasItem
Abstract base class for everything in 2D space.
Description
Abstract base class for everything in 2D space. Canvas items are laid out in a tree; children inherit and extend their parent's transform. CanvasItem is extended by Control for GUI-related nodes, and by Node2D for 2D game objects.
Any CanvasItem can draw. For this, queue_redraw is called by the engine, then NOTIFICATION_DRAW will be received on idle time to request a redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the CanvasItem are provided (see draw_*
functions). However, they can only be used inside _draw, its corresponding Object._notification or methods connected to the draw signal.
Canvas items are drawn in tree order on their canvas layer. By default, children are on top of their parents, so a root CanvasItem will be drawn behind everything. This behavior can be changed on a per-item basis.
A CanvasItem can be hidden, which will also hide its children. By adjusting various other properties of a CanvasItem, you can also modulate its color (via modulate or self_modulate), change its Z-index, blend mode, and more.
Note that properties like transform, modulation, and visibility are only propagated to direct CanvasItem child nodes. If there is a non-CanvasItem node in between, like Node or AnimationPlayer, the CanvasItem nodes below will have an independent position and modulate chain. See also top_level.
Tutorials
Properties
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Methods
void |
_draw() virtual |
void |
draw_animation_slice(animation_length: float, slice_begin: float, slice_end: float, offset: float = 0.0) |
void |
draw_arc(center: Vector2, radius: float, start_angle: float, end_angle: float, point_count: int, color: Color, width: float = -1.0, antialiased: bool = false) |
void |
draw_char(font: Font, pos: Vector2, char: String, font_size: int = 16, modulate: Color = Color(1, 1, 1, 1)) const |
void |
draw_char_outline(font: Font, pos: Vector2, char: String, font_size: int = 16, size: int = -1, modulate: Color = Color(1, 1, 1, 1)) const |
void |
draw_circle(position: Vector2, radius: float, color: Color, filled: bool = true, width: float = -1.0, antialiased: bool = false) |
void |
draw_colored_polygon(points: PackedVector2Array, color: Color, uvs: PackedVector2Array = PackedVector2Array(), texture: Texture2D = null) |
void |
draw_dashed_line(from: Vector2, to: Vector2, color: Color, width: float = -1.0, dash: float = 2.0, aligned: bool = true, antialiased: bool = false) |
void |
|
void |
draw_lcd_texture_rect_region(texture: Texture2D, rect: Rect2, src_rect: Rect2, modulate: Color = Color(1, 1, 1, 1)) |
void |
draw_line(from: Vector2, to: Vector2, color: Color, width: float = -1.0, antialiased: bool = false) |
void |
draw_mesh(mesh: Mesh, texture: Texture2D, transform: Transform2D = Transform2D(1, 0, 0, 1, 0, 0), modulate: Color = Color(1, 1, 1, 1)) |
void |
draw_msdf_texture_rect_region(texture: Texture2D, rect: Rect2, src_rect: Rect2, modulate: Color = Color(1, 1, 1, 1), outline: float = 0.0, pixel_range: float = 4.0, scale: float = 1.0) |
void |
draw_multiline(points: PackedVector2Array, color: Color, width: float = -1.0, antialiased: bool = false) |
void |
draw_multiline_colors(points: PackedVector2Array, colors: PackedColorArray, width: float = -1.0, antialiased: bool = false) |
void |
draw_multiline_string(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, max_lines: int = -1, modulate: Color = Color(1, 1, 1, 1), brk_flags: BitField[LineBreakFlag] = 3, justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const |
void |
draw_multiline_string_outline(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, max_lines: int = -1, size: int = 1, modulate: Color = Color(1, 1, 1, 1), brk_flags: BitField[LineBreakFlag] = 3, justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const |
void |
draw_multimesh(multimesh: MultiMesh, texture: Texture2D) |
void |
draw_polygon(points: PackedVector2Array, colors: PackedColorArray, uvs: PackedVector2Array = PackedVector2Array(), texture: Texture2D = null) |
void |
draw_polyline(points: PackedVector2Array, color: Color, width: float = -1.0, antialiased: bool = false) |
void |
draw_polyline_colors(points: PackedVector2Array, colors: PackedColorArray, width: float = -1.0, antialiased: bool = false) |
void |
draw_primitive(points: PackedVector2Array, colors: PackedColorArray, uvs: PackedVector2Array, texture: Texture2D = null) |
void |
draw_rect(rect: Rect2, color: Color, filled: bool = true, width: float = -1.0, antialiased: bool = false) |
void |
draw_set_transform(position: Vector2, rotation: float = 0.0, scale: Vector2 = Vector2(1, 1)) |
void |
draw_set_transform_matrix(xform: Transform2D) |
void |
draw_string(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, modulate: Color = Color(1, 1, 1, 1), justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const |
void |
draw_string_outline(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, size: int = 1, modulate: Color = Color(1, 1, 1, 1), justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const |
void |
draw_style_box(style_box: StyleBox, rect: Rect2) |
void |
draw_texture(texture: Texture2D, position: Vector2, modulate: Color = Color(1, 1, 1, 1)) |
void |
draw_texture_rect(texture: Texture2D, rect: Rect2, tile: bool, modulate: Color = Color(1, 1, 1, 1), transpose: bool = false) |
void |
draw_texture_rect_region(texture: Texture2D, rect: Rect2, src_rect: Rect2, modulate: Color = Color(1, 1, 1, 1), transpose: bool = false, clip_uv: bool = true) |
void |
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get_canvas() const |
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get_canvas_item() const |
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get_canvas_layer_node() const |
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get_canvas_transform() const |
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get_global_mouse_position() const |
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get_global_transform() const |
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get_global_transform_with_canvas() const |
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get_local_mouse_position() const |
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get_screen_transform() const |
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get_transform() const |
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get_viewport_rect() const |
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get_viewport_transform() const |
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get_visibility_layer_bit(layer: int) const |
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get_world_2d() const |
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void |
hide() |
is_visible_in_tree() const |
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make_canvas_position_local(viewport_point: Vector2) const |
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make_input_local(event: InputEvent) const |
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void |
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void |
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void |
set_notify_local_transform(enable: bool) |
void |
set_notify_transform(enable: bool) |
void |
set_visibility_layer_bit(layer: int, enabled: bool) |
void |
show() |
Signals
draw() 🔗
Emitted when the CanvasItem must redraw, after the related NOTIFICATION_DRAW notification, and before _draw is called.
Note: Deferred connections do not allow drawing through the draw_*
methods.
Emitted when the CanvasItem is hidden, i.e. it's no longer visible in the tree (see is_visible_in_tree).
item_rect_changed() 🔗
Emitted when the CanvasItem's boundaries (position or size) change, or when an action took place that may have affected these boundaries (e.g. changing Sprite2D.texture).
visibility_changed() 🔗
Emitted when the CanvasItem's visibility changes, either because its own visible property changed or because its visibility in the tree changed (see is_visible_in_tree).
Enumerations
enum TextureFilter: 🔗
TextureFilter TEXTURE_FILTER_PARENT_NODE = 0
The CanvasItem will inherit the filter from its parent.
TextureFilter TEXTURE_FILTER_NEAREST = 1
The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
TextureFilter TEXTURE_FILTER_LINEAR = 2
The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
TextureFilter TEXTURE_FILTER_NEAREST_WITH_MIPMAPS = 3
The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
). This makes the texture look pixelated from up close, and smooth from a distance.
Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
TextureFilter TEXTURE_FILTER_LINEAR_WITH_MIPMAPS = 4
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
). This makes the texture look smooth from up close, and smooth from a distance.
Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
TextureFilter TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC = 5
The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
Note: This texture filter is rarely useful in 2D projects. TEXTURE_FILTER_NEAREST_WITH_MIPMAPS is usually more appropriate in this case.
TextureFilter TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC = 6
The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true
) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
Note: This texture filter is rarely useful in 2D projects. TEXTURE_FILTER_LINEAR_WITH_MIPMAPS is usually more appropriate in this case.
TextureFilter TEXTURE_FILTER_MAX = 7
Represents the size of the TextureFilter enum.
enum TextureRepeat: 🔗
TextureRepeat TEXTURE_REPEAT_PARENT_NODE = 0
The CanvasItem will inherit the filter from its parent.
TextureRepeat TEXTURE_REPEAT_DISABLED = 1
Texture will not repeat.
TextureRepeat TEXTURE_REPEAT_ENABLED = 2
Texture will repeat normally.
TextureRepeat TEXTURE_REPEAT_MIRROR = 3
Texture will repeat in a 2×2 tiled mode, where elements at even positions are mirrored.
TextureRepeat TEXTURE_REPEAT_MAX = 4
Represents the size of the TextureRepeat enum.
enum ClipChildrenMode: 🔗
ClipChildrenMode CLIP_CHILDREN_DISABLED = 0
Child draws over parent and is not clipped.
ClipChildrenMode CLIP_CHILDREN_ONLY = 1
Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.
ClipChildrenMode CLIP_CHILDREN_AND_DRAW = 2
Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.
ClipChildrenMode CLIP_CHILDREN_MAX = 3
Represents the size of the ClipChildrenMode enum.
Constants
NOTIFICATION_TRANSFORM_CHANGED = 2000
🔗
The CanvasItem's global transform has changed. This notification is only received if enabled by set_notify_transform.
NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35
🔗
The CanvasItem's local transform has changed. This notification is only received if enabled by set_notify_local_transform.
NOTIFICATION_DRAW = 30
🔗
The CanvasItem is requested to draw (see _draw).
NOTIFICATION_VISIBILITY_CHANGED = 31
🔗
The CanvasItem's visibility has changed.
NOTIFICATION_ENTER_CANVAS = 32
🔗
The CanvasItem has entered the canvas.
NOTIFICATION_EXIT_CANVAS = 33
🔗
The CanvasItem has exited the canvas.
NOTIFICATION_WORLD_2D_CHANGED = 36
🔗
The CanvasItem's active World2D changed.
Property Descriptions
ClipChildrenMode clip_children = 0
🔗
void set_clip_children_mode(value: ClipChildrenMode)
ClipChildrenMode get_clip_children_mode()
Allows the current node to clip child nodes, essentially acting as a mask.
Note: Clipping nodes cannot be nested or placed within CanvasGroups. If an ancestor of this node clips its children or is a CanvasGroup, then this node's clip mode should be set to CLIP_CHILDREN_DISABLED to avoid unexpected behavior.
The rendering layers in which this CanvasItem responds to Light2D nodes.
The material applied to this CanvasItem.
Color modulate = Color(1, 1, 1, 1)
🔗
The color applied to this CanvasItem. This property does affect child CanvasItems, unlike self_modulate which only affects the node itself.
Color self_modulate = Color(1, 1, 1, 1)
🔗
The color applied to this CanvasItem. This property does not affect child CanvasItems, unlike modulate which affects both the node itself and its children.
Note: Internal children (e.g. sliders in ColorPicker or tab bar in TabContainer) are also not affected by this property (see include_internal
parameter of Node.get_child and other similar methods).
bool show_behind_parent = false
🔗
If true
, the object draws behind its parent.
TextureFilter texture_filter = 0
🔗
void set_texture_filter(value: TextureFilter)
TextureFilter get_texture_filter()
The texture filtering mode to use on this CanvasItem.
TextureRepeat texture_repeat = 0
🔗
void set_texture_repeat(value: TextureRepeat)
TextureRepeat get_texture_repeat()
The texture repeating mode to use on this CanvasItem.
If true
, this CanvasItem will not inherit its transform from parent CanvasItems. Its draw order will also be changed to make it draw on top of other CanvasItems that do not have top_level set to true
. The CanvasItem will effectively act as if it was placed as a child of a bare Node.
bool use_parent_material = false
🔗
If true
, the parent CanvasItem's material property is used as this one's material.
The rendering layer in which this CanvasItem is rendered by Viewport nodes. A Viewport will render a CanvasItem if it and all its parents share a layer with the Viewport's canvas cull mask.
If true
, this CanvasItem may be drawn. Whether this CanvasItem is actually drawn depends on the visibility of all of its CanvasItem ancestors. In other words: this CanvasItem will be drawn when is_visible_in_tree returns true
and all CanvasItem ancestors share at least one visibility_layer with this CanvasItem.
Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
If true
, this and child CanvasItem nodes with a higher Y position are rendered in front of nodes with a lower Y position. If false
, this and child CanvasItem nodes are rendered normally in scene tree order.
With Y-sorting enabled on a parent node ('A') but disabled on a child node ('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc.) render together on the same Y position as the child node ('B'). This allows you to organize the render order of a scene without changing the scene tree.
Nodes sort relative to each other only if they are on the same z_index.
If true
, the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between RenderingServer.CANVAS_ITEM_Z_MIN and RenderingServer.CANVAS_ITEM_Z_MAX (inclusive).
Note: Changing the Z index of a Control only affects the drawing order, not the order in which input events are handled. This can be useful to implement certain UI animations, e.g. a menu where hovered items are scaled and should overlap others.
Method Descriptions
void _draw() virtual 🔗
Called when CanvasItem has been requested to redraw (after queue_redraw is called, either manually or by the engine).
Corresponds to the NOTIFICATION_DRAW notification in Object._notification.
void draw_animation_slice(animation_length: float, slice_begin: float, slice_end: float, offset: float = 0.0) 🔗
Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.
void draw_arc(center: Vector2, radius: float, start_angle: float, end_angle: float, point_count: int, color: Color, width: float = -1.0, antialiased: bool = false) 🔗
Draws an unfilled arc between the given angles with a uniform color
and width
and optional antialiasing (supported only for positive width
). The larger the value of point_count
, the smoother the curve. See also draw_circle.
If width
is negative, it will be ignored and the arc will be drawn using RenderingServer.PRIMITIVE_LINE_STRIP. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
The arc is drawn from start_angle
towards the value of end_angle
so in clockwise direction if start_angle < end_angle
and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of start_angle
and end_angle
is greater than @GDScript.TAU radians, then a full circle arc is drawn (i.e. arc will not overlap itself).
void draw_char(font: Font, pos: Vector2, char: String, font_size: int = 16, modulate: Color = Color(1, 1, 1, 1)) const 🔗
Draws a string first character using a custom font.
void draw_char_outline(font: Font, pos: Vector2, char: String, font_size: int = 16, size: int = -1, modulate: Color = Color(1, 1, 1, 1)) const 🔗
Draws a string first character outline using a custom font.
void draw_circle(position: Vector2, radius: float, color: Color, filled: bool = true, width: float = -1.0, antialiased: bool = false) 🔗
Draws a circle. See also draw_arc, draw_polyline, and draw_polygon.
If filled
is true
, the circle will be filled with the color
specified. If filled
is false
, the circle will be drawn as a stroke with the color
and width
specified.
If width
is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
If antialiased
is true
, half transparent "feathers" will be attached to the boundary, making outlines smooth.
Note: width
is only effective if filled
is false
.
void draw_colored_polygon(points: PackedVector2Array, color: Color, uvs: PackedVector2Array = PackedVector2Array(), texture: Texture2D = null) 🔗
Draws a colored polygon of any number of points, convex or concave. Unlike draw_polygon, a single color must be specified for the whole polygon.
Note: If you frequently redraw the same polygon with a large number of vertices, consider pre-calculating the triangulation with Geometry2D.triangulate_polygon and using draw_mesh, draw_multimesh, or RenderingServer.canvas_item_add_triangle_array.
void draw_dashed_line(from: Vector2, to: Vector2, color: Color, width: float = -1.0, dash: float = 2.0, aligned: bool = true, antialiased: bool = false) 🔗
Draws a dashed line from a 2D point to another, with a given color and width. See also draw_multiline and draw_polyline.
If width
is negative, then a two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the line parts will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
If antialiased
is true
, half transparent "feathers" will be attached to the boundary, making outlines smooth.
Note: antialiased
is only effective if width
is greater than 0.0
.
void draw_end_animation() 🔗
After submitting all animations slices via draw_animation_slice, this function can be used to revert drawing to its default state (all subsequent drawing commands will be visible). If you don't care about this particular use case, usage of this function after submitting the slices is not required.
void draw_lcd_texture_rect_region(texture: Texture2D, rect: Rect2, src_rect: Rect2, modulate: Color = Color(1, 1, 1, 1)) 🔗
Draws a textured rectangle region of the font texture with LCD subpixel anti-aliasing at a given position, optionally modulated by a color.
Texture is drawn using the following blend operation, blend mode of the CanvasItemMaterial is ignored:
dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a);
dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * modulate.a);
dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * modulate.a);
dst.a = modulate.a + dst.a * (1.0 - modulate.a);
void draw_line(from: Vector2, to: Vector2, color: Color, width: float = -1.0, antialiased: bool = false) 🔗
Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also draw_multiline and draw_polyline.
If width
is negative, then a two-point primitive will be drawn instead of a four-point one. This means that when the CanvasItem is scaled, the line will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
void draw_mesh(mesh: Mesh, texture: Texture2D, transform: Transform2D = Transform2D(1, 0, 0, 1, 0, 0), modulate: Color = Color(1, 1, 1, 1)) 🔗
Draws a Mesh in 2D, using the provided texture. See MeshInstance2D for related documentation.
void draw_msdf_texture_rect_region(texture: Texture2D, rect: Rect2, src_rect: Rect2, modulate: Color = Color(1, 1, 1, 1), outline: float = 0.0, pixel_range: float = 4.0, scale: float = 1.0) 🔗
Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See FontFile.multichannel_signed_distance_field for more information and caveats about MSDF font rendering.
If outline
is positive, each alpha channel value of pixel in region is set to maximum value of true distance in the outline
radius.
Value of the pixel_range
should the same that was used during distance field texture generation.
void draw_multiline(points: PackedVector2Array, color: Color, width: float = -1.0, antialiased: bool = false) 🔗
Draws multiple disconnected lines with a uniform width
and color
. Each line is defined by two consecutive points from points
array, i.e. i-th segment consists of points[2 * i]
, points[2 * i + 1]
endpoints. When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw interconnected lines, use draw_polyline instead.
If width
is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
Note: antialiased
is only effective if width
is greater than 0.0
.
void draw_multiline_colors(points: PackedVector2Array, colors: PackedColorArray, width: float = -1.0, antialiased: bool = false) 🔗
Draws multiple disconnected lines with a uniform width
and segment-by-segment coloring. Each segment is defined by two consecutive points from points
array and a corresponding color from colors
array, i.e. i-th segment consists of points[2 * i]
, points[2 * i + 1]
endpoints and has colors[i]
color. When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw interconnected lines, use draw_polyline_colors instead.
If width
is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
Note: antialiased
is only effective if width
is greater than 0.0
.
void draw_multiline_string(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, max_lines: int = -1, modulate: Color = Color(1, 1, 1, 1), brk_flags: BitField[LineBreakFlag] = 3, justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const 🔗
Breaks text
into lines and draws it using the specified font
at the pos
(top-left corner). The text will have its color multiplied by modulate
. If width
is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
void draw_multiline_string_outline(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, max_lines: int = -1, size: int = 1, modulate: Color = Color(1, 1, 1, 1), brk_flags: BitField[LineBreakFlag] = 3, justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const 🔗
Breaks text
to the lines and draws text outline using the specified font
at the pos
(top-left corner). The text will have its color multiplied by modulate
. If width
is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
void draw_multimesh(multimesh: MultiMesh, texture: Texture2D) 🔗
Draws a MultiMesh in 2D with the provided texture. See MultiMeshInstance2D for related documentation.
void draw_polygon(points: PackedVector2Array, colors: PackedColorArray, uvs: PackedVector2Array = PackedVector2Array(), texture: Texture2D = null) 🔗
Draws a solid polygon of any number of points, convex or concave. Unlike draw_colored_polygon, each point's color can be changed individually. See also draw_polyline and draw_polyline_colors. If you need more flexibility (such as being able to use bones), use RenderingServer.canvas_item_add_triangle_array instead.
Note: If you frequently redraw the same polygon with a large number of vertices, consider pre-calculating the triangulation with Geometry2D.triangulate_polygon and using draw_mesh, draw_multimesh, or RenderingServer.canvas_item_add_triangle_array.
void draw_polyline(points: PackedVector2Array, color: Color, width: float = -1.0, antialiased: bool = false) 🔗
Draws interconnected line segments with a uniform color
and width
and optional antialiasing (supported only for positive width
). When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw disconnected lines, use draw_multiline instead. See also draw_polygon.
If width
is negative, it will be ignored and the polyline will be drawn using RenderingServer.PRIMITIVE_LINE_STRIP. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
void draw_polyline_colors(points: PackedVector2Array, colors: PackedColorArray, width: float = -1.0, antialiased: bool = false) 🔗
Draws interconnected line segments with a uniform width
, point-by-point coloring, and optional antialiasing (supported only for positive width
). Colors assigned to line points match by index between points
and colors
, i.e. each line segment is filled with a gradient between the colors of the endpoints. When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw disconnected lines, use draw_multiline_colors instead. See also draw_polygon.
If width
is negative, it will be ignored and the polyline will be drawn using RenderingServer.PRIMITIVE_LINE_STRIP. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
void draw_primitive(points: PackedVector2Array, colors: PackedColorArray, uvs: PackedVector2Array, texture: Texture2D = null) 🔗
Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also draw_line, draw_polyline, draw_polygon, and draw_rect.
void draw_rect(rect: Rect2, color: Color, filled: bool = true, width: float = -1.0, antialiased: bool = false) 🔗
Draws a rectangle. If filled
is true
, the rectangle will be filled with the color
specified. If filled
is false
, the rectangle will be drawn as a stroke with the color
and width
specified. See also draw_texture_rect.
If width
is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive width
like 1.0
.
If antialiased
is true
, half transparent "feathers" will be attached to the boundary, making outlines smooth.
Note: width
is only effective if filled
is false
.
Note: Unfilled rectangles drawn with a negative width
may not display perfectly. For example, corners may be missing or brighter due to overlapping lines (for a translucent color
).
void draw_set_transform(position: Vector2, rotation: float = 0.0, scale: Vector2 = Vector2(1, 1)) 🔗
Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.
Note: FontFile.oversampling does not take scale
into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field (applies to the default project font only), or enabling Multichannel Signed Distance Field in the import options of a DynamicFont for custom fonts. On system fonts, SystemFont.multichannel_signed_distance_field can be enabled in the inspector.
void draw_set_transform_matrix(xform: Transform2D) 🔗
Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.
void draw_string(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, modulate: Color = Color(1, 1, 1, 1), justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const 🔗
Draws text
using the specified font
at the pos
(bottom-left corner using the baseline of the font). The text will have its color multiplied by modulate
. If width
is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
Example: Draw "Hello world", using the project's default font:
# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
var default_font = ThemeDB.fallback_font
var default_font_size = ThemeDB.fallback_font_size
draw_string(default_font, Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)
// If using this method in a script that redraws constantly, move the
// `default_font` declaration to a member variable assigned in `_Ready()`
// so the Control is only created once.
Font defaultFont = ThemeDB.FallbackFont;
int defaultFontSize = ThemeDB.FallbackFontSize;
DrawString(defaultFont, new Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);
See also Font.draw_string.
void draw_string_outline(font: Font, pos: Vector2, text: String, alignment: HorizontalAlignment = 0, width: float = -1, font_size: int = 16, size: int = 1, modulate: Color = Color(1, 1, 1, 1), justification_flags: BitField[JustificationFlag] = 3, direction: Direction = 0, orientation: Orientation = 0) const 🔗
Draws text
outline using the specified font
at the pos
(bottom-left corner using the baseline of the font). The text will have its color multiplied by modulate
. If width
is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
void draw_style_box(style_box: StyleBox, rect: Rect2) 🔗
Draws a styled rectangle.
void draw_texture(texture: Texture2D, position: Vector2, modulate: Color = Color(1, 1, 1, 1)) 🔗
Draws a texture at a given position.
void draw_texture_rect(texture: Texture2D, rect: Rect2, tile: bool, modulate: Color = Color(1, 1, 1, 1), transpose: bool = false) 🔗
Draws a textured rectangle at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped. See also draw_rect and draw_texture_rect_region.
void draw_texture_rect_region(texture: Texture2D, rect: Rect2, src_rect: Rect2, modulate: Color = Color(1, 1, 1, 1), transpose: bool = false, clip_uv: bool = true) 🔗
Draws a textured rectangle from a texture's region (specified by src_rect
) at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped. See also draw_texture_rect.
void force_update_transform() 🔗
Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
Returns the RID of the World2D canvas where this item is in.
Returns the canvas item RID used by RenderingServer for this item.
CanvasLayer get_canvas_layer_node() const 🔗
Returns the CanvasLayer that contains this node, or null
if the node is not in any CanvasLayer.
Transform2D get_canvas_transform() const 🔗
Returns the transform from the coordinate system of the canvas, this item is in, to the Viewports coordinate system.
Vector2 get_global_mouse_position() const 🔗
Returns the mouse's position in the CanvasLayer that this CanvasItem is in using the coordinate system of the CanvasLayer.
Note: For screen-space coordinates (e.g. when using a non-embedded Popup), you can use DisplayServer.mouse_get_position.
Transform2D get_global_transform() const 🔗
Returns the global transform matrix of this item, i.e. the combined transform up to the topmost CanvasItem node. The topmost item is a CanvasItem that either has no parent, has non-CanvasItem parent or it has top_level enabled.
Transform2D get_global_transform_with_canvas() const 🔗
Returns the transform from the local coordinate system of this CanvasItem to the Viewports coordinate system.
Vector2 get_local_mouse_position() const 🔗
Returns the mouse's position in this CanvasItem using the local coordinate system of this CanvasItem.
Transform2D get_screen_transform() const 🔗
Returns the transform of this CanvasItem in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
Equals to get_global_transform if the window is embedded (see Viewport.gui_embed_subwindows).
Transform2D get_transform() const 🔗
Returns the transform matrix of this item.
Rect2 get_viewport_rect() const 🔗
Returns the viewport's boundaries as a Rect2.
Transform2D get_viewport_transform() const 🔗
Returns the transform from the coordinate system of the canvas, this item is in, to the Viewports embedders coordinate system.
bool get_visibility_layer_bit(layer: int) const 🔗
Returns an individual bit on the rendering visibility layer.
World2D get_world_2d() const 🔗
Returns the World2D where this item is in.
void hide() 🔗
Hide the CanvasItem if it's currently visible. This is equivalent to setting visible to false
.
bool is_local_transform_notification_enabled() const 🔗
Returns true
if local transform notifications are communicated to children.
bool is_transform_notification_enabled() const 🔗
Returns true
if global transform notifications are communicated to children.
bool is_visible_in_tree() const 🔗
Returns true
if the node is present in the SceneTree, its visible property is true
and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree, and is therefore not drawn (see _draw).
Visibility is checked only in parent nodes that inherit from CanvasItem, CanvasLayer, and Window. If the parent is of any other type (such as Node, AnimationPlayer, or Node3D), it is assumed to be visible.
Note: This method does not take visibility_layer into account, so even if this method returns true
the node might end up not being rendered.
Vector2 make_canvas_position_local(viewport_point: Vector2) const 🔗
Transforms viewport_point
from the viewport's coordinates to this node's local coordinates.
For the opposite operation, use get_global_transform_with_canvas.
var viewport_point = get_global_transform_with_canvas() * local_point
InputEvent make_input_local(event: InputEvent) const 🔗
Transformations issued by event
's inputs are applied in local space instead of global space.
void move_to_front() 🔗
Moves this node to display on top of its siblings.
Internally, the node is moved to the bottom of parent's child list. The method has no effect on nodes without a parent.
void queue_redraw() 🔗
Queues the CanvasItem to redraw. During idle time, if CanvasItem is visible, NOTIFICATION_DRAW is sent and _draw is called. This only occurs once per frame, even if this method has been called multiple times.
void set_notify_local_transform(enable: bool) 🔗
If enable
is true
, this node will receive NOTIFICATION_LOCAL_TRANSFORM_CHANGED when its local transform changes.
void set_notify_transform(enable: bool) 🔗
If enable
is true
, this node will receive NOTIFICATION_TRANSFORM_CHANGED when its global transform changes.
void set_visibility_layer_bit(layer: int, enabled: bool) 🔗
Set/clear individual bits on the rendering visibility layer. This simplifies editing this CanvasItem's visibility layer.
void show() 🔗
Show the CanvasItem if it's currently hidden. This is equivalent to setting visible to true
. For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*()
functions instead.