PopupMenu
Inherits: Popup < Window < Viewport < Node < Object
A modal window used to display a list of options.
Description
PopupMenu is a modal window used to display a list of options. Useful for toolbars and context menus.
The size of a PopupMenu can be limited by using Window.max_size. If the height of the list of items is larger than the maximum height of the PopupMenu, a ScrollContainer within the popup will allow the user to scroll the contents. If no maximum size is set, or if it is set to 0
, the PopupMenu height will be limited by its parent rect.
All set_*
methods allow negative item indices, i.e. -1
to access the last item, -2
to select the second-to-last item, and so on.
Incremental search: Like ItemList and Tree, PopupMenu supports searching within the list while the control is focused. Press a key that matches the first letter of an item’s name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing ProjectSettings.gui/timers/incremental_search_max_interval_msec.
Note: The ID values used for items are limited to 32 bits, not full 64 bits of int. This has a range of -2^32
to 2^32 - 1
, i.e. -2147483648
to 2147483647
.
Properties
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Methods
Theme Properties
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Signals
Emitted when the user navigated to an item of some id
using the ProjectSettings.input/ui_up or ProjectSettings.input/ui_down input action.
Emitted when an item of some id
is pressed or its accelerator is activated.
Note: If id
is negative (either explicitly or due to overflow), this will return the corresponding index instead.
Emitted when an item of some index
is pressed or its accelerator is activated.
menu_changed() 🔗
Emitted when any item is added, modified or removed.
Property Descriptions
If true
, allows navigating PopupMenu with letter keys.
bool hide_on_checkable_item_selection = true
🔗
If true
, hides the PopupMenu when a checkbox or radio button is selected.
bool hide_on_item_selection = true
🔗
If true
, hides the PopupMenu when an item is selected.
bool hide_on_state_item_selection = false
🔗
If true
, hides the PopupMenu when a state item is selected.
The number of items currently in the list.
bool prefer_native_menu = false
🔗
If true
, MenuBar will use native menu when supported.
Note: If PopupMenu is linked to StatusIndicator, MenuBar, or another PopupMenu item it can use native menu regardless of this property, use is_native_menu to check it.
float submenu_popup_delay = 0.3
🔗
Sets the delay time in seconds for the submenu item to popup on mouse hovering. If the popup menu is added as a child of another (acting as a submenu), it will inherit the delay time of the parent menu item.
SystemMenus system_menu_id = 0
🔗
void set_system_menu(value: SystemMenus)
SystemMenus get_system_menu()
If set to one of the values of SystemMenus, this PopupMenu is bound to the special system menu. Only one PopupMenu can be bound to each special menu at a time.
Method Descriptions
bool activate_item_by_event(event: InputEvent, for_global_only: bool = false) 🔗
Checks the provided event
against the PopupMenu‘s shortcuts and accelerators, and activates the first item with matching events. If for_global_only
is true
, only shortcuts and accelerators with global
set to true
will be called.
Returns true
if an item was successfully activated.
Note: Certain Controls, such as MenuButton, will call this method automatically.
void add_check_item(label: String, id: int = -1, accel: Key = 0) 🔗
Adds a new checkable item with text label
.
An id
can optionally be provided, as well as an accelerator (accel
). If no id
is provided, one will be created from the index. If no accel
is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won’t have any accelerator). See get_item_accelerator for more info on accelerators.
Note: Checkable items just display a checkmark, but don’t have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked for more info on how to control it.
void add_check_shortcut(shortcut: Shortcut, id: int = -1, global: bool = false) 🔗
Adds a new checkable item and assigns the specified Shortcut to it. Sets the label of the checkbox to the Shortcut‘s name.
An id
can optionally be provided. If no id
is provided, one will be created from the index.
Note: Checkable items just display a checkmark, but don’t have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked for more info on how to control it.
void add_icon_check_item(texture: Texture2D, label: String, id: int = -1, accel: Key = 0) 🔗
Adds a new checkable item with text label
and icon texture
.
An id
can optionally be provided, as well as an accelerator (accel
). If no id
is provided, one will be created from the index. If no accel
is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won’t have any accelerator). See get_item_accelerator for more info on accelerators.
Note: Checkable items just display a checkmark, but don’t have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked for more info on how to control it.
void add_icon_check_shortcut(texture: Texture2D, shortcut: Shortcut, id: int = -1, global: bool = false) 🔗
Adds a new checkable item and assigns the specified Shortcut and icon texture
to it. Sets the label of the checkbox to the Shortcut‘s name.
An id
can optionally be provided. If no id
is provided, one will be created from the index.
Note: Checkable items just display a checkmark, but don’t have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked for more info on how to control it.
void add_icon_item(texture: Texture2D, label: String, id: int = -1, accel: Key = 0) 🔗
Adds a new item with text label
and icon texture
.
An id
can optionally be provided, as well as an accelerator (accel
). If no id
is provided, one will be created from the index. If no accel
is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won’t have any accelerator). See get_item_accelerator for more info on accelerators.
void add_icon_radio_check_item(texture: Texture2D, label: String, id: int = -1, accel: Key = 0) 🔗
Same as add_icon_check_item, but uses a radio check button.
void add_icon_radio_check_shortcut(texture: Texture2D, shortcut: Shortcut, id: int = -1, global: bool = false) 🔗
Same as add_icon_check_shortcut, but uses a radio check button.
void add_icon_shortcut(texture: Texture2D, shortcut: Shortcut, id: int = -1, global: bool = false, allow_echo: bool = false) 🔗
Adds a new item and assigns the specified Shortcut and icon texture
to it. Sets the label of the checkbox to the Shortcut‘s name.
An id
can optionally be provided. If no id
is provided, one will be created from the index.
If allow_echo
is true
, the shortcut can be activated with echo events.
void add_item(label: String, id: int = -1, accel: Key = 0) 🔗
Adds a new item with text label
.
An id
can optionally be provided, as well as an accelerator (accel
). If no id
is provided, one will be created from the index. If no accel
is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won’t have any accelerator). See get_item_accelerator for more info on accelerators.
Note: The provided id
is used only in id_pressed and id_focused signals. It’s not related to the index
arguments in e.g. set_item_checked.
void add_multistate_item(label: String, max_states: int, default_state: int = 0, id: int = -1, accel: Key = 0) 🔗
Adds a new multistate item with text label
.
Contrarily to normal binary items, multistate items can have more than two states, as defined by max_states
. The default value is defined by default_state
.
An id
can optionally be provided, as well as an accelerator (accel
). If no id
is provided, one will be created from the index. If no accel
is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won’t have any accelerator). See get_item_accelerator for more info on accelerators.
Note: Multistate items don’t update their state automatically and must be done manually. See toggle_item_multistate, set_item_multistate and get_item_multistate for more info on how to control it.
Example usage:
func _ready():
add_multistate_item("Item", 3, 0)
index_pressed.connect(func(index: int):
toggle_item_multistate(index)
match get_item_multistate(index):
0:
print("First state")
1:
print("Second state")
2:
print("Third state")
)
void add_radio_check_item(label: String, id: int = -1, accel: Key = 0) 🔗
Adds a new radio check button with text label
.
An id
can optionally be provided, as well as an accelerator (accel
). If no id
is provided, one will be created from the index. If no accel
is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won’t have any accelerator). See get_item_accelerator for more info on accelerators.
Note: Checkable items just display a checkmark, but don’t have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked for more info on how to control it.
void add_radio_check_shortcut(shortcut: Shortcut, id: int = -1, global: bool = false) 🔗
Adds a new radio check button and assigns a Shortcut to it. Sets the label of the checkbox to the Shortcut‘s name.
An id
can optionally be provided. If no id
is provided, one will be created from the index.
Note: Checkable items just display a checkmark, but don’t have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked for more info on how to control it.
void add_separator(label: String = “”, id: int = -1) 🔗
Adds a separator between items. Separators also occupy an index, which you can set by using the id
parameter.
A label
can optionally be provided, which will appear at the center of the separator.
void add_shortcut(shortcut: Shortcut, id: int = -1, global: bool = false, allow_echo: bool = false) 🔗
Adds a Shortcut.
An id
can optionally be provided. If no id
is provided, one will be created from the index.
If allow_echo
is true
, the shortcut can be activated with echo events.
void add_submenu_item(label: String, submenu: String, id: int = -1) 🔗
Deprecated: Prefer using add_submenu_node_item instead.
Adds an item that will act as a submenu of the parent PopupMenu node when clicked. The submenu
argument must be the name of an existing PopupMenu that has been added as a child to this node. This submenu will be shown when the item is clicked, hovered for long enough, or activated using the ui_select
or ui_right
input actions.
An id
can optionally be provided. If no id
is provided, one will be created from the index.
void add_submenu_node_item(label: String, submenu: PopupMenu, id: int = -1) 🔗
Adds an item that will act as a submenu of the parent PopupMenu node when clicked. This submenu will be shown when the item is clicked, hovered for long enough, or activated using the ui_select
or ui_right
input actions.
submenu
must be either child of this PopupMenu or has no parent node (in which case it will be automatically added as a child). If the submenu
popup has another parent, this method will fail.
An id
can optionally be provided. If no id
is provided, one will be created from the index.
void clear(free_submenus: bool = false) 🔗
Removes all items from the PopupMenu. If free_submenus
is true
, the submenu nodes are automatically freed.
int get_focused_item() const 🔗
Returns the index of the currently focused item. Returns -1
if no item is focused.
Key get_item_accelerator(index: int) const 🔗
Returns the accelerator of the item at the given index
. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it’s not currently open. The return value is an integer which is generally a combination of KeyModifierMasks and Keys using bitwise OR such as KEY_MASK_CTRL | KEY_A
(Ctrl + A). If no accelerator is defined for the specified index
, get_item_accelerator returns 0
(corresponding to @GlobalScope.KEY_NONE).
Texture2D get_item_icon(index: int) const 🔗
Returns the icon of the item at the given index
.
int get_item_icon_max_width(index: int) const 🔗
Returns the maximum allowed width of the icon for the item at the given index
.
Color get_item_icon_modulate(index: int) const 🔗
Returns a Color modulating the item’s icon at the given index
.
int get_item_id(index: int) const 🔗
Returns the ID of the item at the given index
. id
can be manually assigned, while index can not.
int get_item_indent(index: int) const 🔗
Returns the horizontal offset of the item at the given index
.
int get_item_index(id: int) const 🔗
Returns the index of the item containing the specified id
. Index is automatically assigned to each item by the engine and can not be set manually.
String get_item_language(index: int) const 🔗
Returns item’s text language code.
Variant get_item_metadata(index: int) const 🔗
Returns the metadata of the specified item, which might be of any type. You can set it with set_item_metadata, which provides a simple way of assigning context data to items.
int get_item_multistate(index: int) const 🔗
Returns the state of the item at the given index
.
int get_item_multistate_max(index: int) const 🔗
Returns the max states of the item at the given index
.
Shortcut get_item_shortcut(index: int) const 🔗
Returns the Shortcut associated with the item at the given index
.
String get_item_submenu(index: int) const 🔗
Deprecated: Prefer using get_item_submenu_node instead.
Returns the submenu name of the item at the given index
. See add_submenu_item for more info on how to add a submenu.
PopupMenu get_item_submenu_node(index: int) const 🔗
Returns the submenu of the item at the given index
, or null
if no submenu was added. See add_submenu_node_item for more info on how to add a submenu.
String get_item_text(index: int) const 🔗
Returns the text of the item at the given index
.
TextDirection get_item_text_direction(index: int) const 🔗
Returns item’s text base writing direction.
String get_item_tooltip(index: int) const 🔗
Returns the tooltip associated with the item at the given index
.
bool is_item_checkable(index: int) const 🔗
Returns true
if the item at the given index
is checkable in some way, i.e. if it has a checkbox or radio button.
Note: Checkable items just display a checkmark or radio button, but don’t have any built-in checking behavior and must be checked/unchecked manually.
bool is_item_checked(index: int) const 🔗
Returns true
if the item at the given index
is checked.
bool is_item_disabled(index: int) const 🔗
Returns true
if the item at the given index
is disabled. When it is disabled it can’t be selected, or its action invoked.
See set_item_disabled for more info on how to disable an item.
bool is_item_radio_checkable(index: int) const 🔗
Returns true
if the item at the given index
has radio button-style checkability.
Note: This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
bool is_item_separator(index: int) const 🔗
Returns true
if the item is a separator. If it is, it will be displayed as a line. See add_separator for more info on how to add a separator.
bool is_item_shortcut_disabled(index: int) const 🔗
Returns true
if the specified item’s shortcut is disabled.
Returns true
if the system native menu is supported and currently used by this PopupMenu.
Returns true
if the menu is bound to the special system menu.
void remove_item(index: int) 🔗
Removes the item at the given index
from the menu.
Note: The indices of items after the removed item will be shifted by one.
void scroll_to_item(index: int) 🔗
Moves the scroll view to make the item at the given index
visible.
void set_focused_item(index: int) 🔗
Sets the currently focused item as the given index
.
Passing -1
as the index makes so that no item is focused.
void set_item_accelerator(index: int, accel: Key) 🔗
Sets the accelerator of the item at the given index
. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it’s not currently open. accel
is generally a combination of KeyModifierMasks and Keys using bitwise OR such as KEY_MASK_CTRL | KEY_A
(Ctrl + A).
void set_item_as_checkable(index: int, enable: bool) 🔗
Sets whether the item at the given index
has a checkbox. If false
, sets the type of the item to plain text.
Note: Checkable items just display a checkmark, but don’t have any built-in checking behavior and must be checked/unchecked manually.
void set_item_as_radio_checkable(index: int, enable: bool) 🔗
Sets the type of the item at the given index
to radio button. If false
, sets the type of the item to plain text.
void set_item_as_separator(index: int, enable: bool) 🔗
Mark the item at the given index
as a separator, which means that it would be displayed as a line. If false
, sets the type of the item to plain text.
void set_item_checked(index: int, checked: bool) 🔗
Sets the checkstate status of the item at the given index
.
void set_item_disabled(index: int, disabled: bool) 🔗
Enables/disables the item at the given index
. When it is disabled, it can’t be selected and its action can’t be invoked.
void set_item_icon(index: int, icon: Texture2D) 🔗
Replaces the Texture2D icon of the item at the given index
.
void set_item_icon_max_width(index: int, width: int) 🔗
Sets the maximum allowed width of the icon for the item at the given index
. This limit is applied on top of the default size of the icon and on top of icon_max_width. The height is adjusted according to the icon’s ratio.
void set_item_icon_modulate(index: int, modulate: Color) 🔗
Sets a modulating Color of the item’s icon at the given index
.
void set_item_id(index: int, id: int) 🔗
Sets the id
of the item at the given index
.
The id
is used in id_pressed and id_focused signals.
void set_item_indent(index: int, indent: int) 🔗
Sets the horizontal offset of the item at the given index
.
void set_item_language(index: int, language: String) 🔗
Sets language code of item’s text used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
void set_item_metadata(index: int, metadata: Variant) 🔗
Sets the metadata of an item, which may be of any type. You can later get it with get_item_metadata, which provides a simple way of assigning context data to items.
void set_item_multistate(index: int, state: int) 🔗
Sets the state of a multistate item. See add_multistate_item for details.
void set_item_multistate_max(index: int, max_states: int) 🔗
Sets the max states of a multistate item. See add_multistate_item for details.
void set_item_shortcut(index: int, shortcut: Shortcut, global: bool = false) 🔗
Sets a Shortcut for the item at the given index
.
void set_item_shortcut_disabled(index: int, disabled: bool) 🔗
Disables the Shortcut of the item at the given index
.
void set_item_submenu(index: int, submenu: String) 🔗
Deprecated: Prefer using set_item_submenu_node instead.
Sets the submenu of the item at the given index
. The submenu is the name of a child PopupMenu node that would be shown when the item is clicked.
void set_item_submenu_node(index: int, submenu: PopupMenu) 🔗
Sets the submenu of the item at the given index
. The submenu is a PopupMenu node that would be shown when the item is clicked. It must either be a child of this PopupMenu or has no parent (in which case it will be automatically added as a child). If the submenu
popup has another parent, this method will fail.
void set_item_text(index: int, text: String) 🔗
Sets the text of the item at the given index
.
void set_item_text_direction(index: int, direction: TextDirection) 🔗
Sets item’s text base writing direction.
void set_item_tooltip(index: int, tooltip: String) 🔗
Sets the String tooltip of the item at the given index
.
void toggle_item_checked(index: int) 🔗
Toggles the check state of the item at the given index
.
void toggle_item_multistate(index: int) 🔗
Cycle to the next state of a multistate item. See add_multistate_item for details.
Theme Property Descriptions
Color font_accelerator_color = Color(0.7, 0.7, 0.7, 0.8)
🔗
The text Color used for shortcuts and accelerators that show next to the menu item name when defined. See get_item_accelerator for more info on accelerators.
Color font_color = Color(0.875, 0.875, 0.875, 1)
🔗
The default text Color for menu items’ names.
Color font_disabled_color = Color(0.4, 0.4, 0.4, 0.8)
🔗
Color used for disabled menu items’ text.
Color font_hover_color = Color(0.875, 0.875, 0.875, 1)
🔗
Color used for the hovered text.
Color font_outline_color = Color(0, 0, 0, 1)
🔗
The tint of text outline of the menu item.
Color font_separator_color = Color(0.875, 0.875, 0.875, 1)
🔗
Color used for labeled separators’ text. See add_separator.
Color font_separator_outline_color = Color(0, 0, 0, 1)
🔗
The tint of text outline of the labeled separator.
The horizontal space between the item’s elements.
The maximum allowed width of the item’s icon. This limit is applied on top of the default size of the icon, but before the value set with set_item_icon_max_width. The height is adjusted according to the icon’s ratio.
Width of the single indentation level.
Horizontal padding to the right of the items (or left, in RTL layout).
Horizontal padding to the left of the items (or right, in RTL layout).
The size of the item text outline.
Note: If using a font with FontFile.multichannel_signed_distance_field enabled, its FontFile.msdf_pixel_range must be set to at least twice the value of outline_size for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
int separator_outline_size = 0
🔗
The size of the labeled separator text outline.
The vertical space between each menu item.
Font used for the menu items.
Font used for the labeled separator.
Font size of the labeled separator.
Font size of the menu items.
Texture2D icon for the checked checkbox items.
Texture2D icon for the checked checkbox items when they are disabled.
Texture2D icon for the checked radio button items.
Texture2D radio_checked_disabled 🔗
Texture2D icon for the checked radio button items when they are disabled.
Texture2D icon for the unchecked radio button items.
Texture2D radio_unchecked_disabled 🔗
Texture2D icon for the unchecked radio button items when they are disabled.
Texture2D icon for the submenu arrow (for left-to-right layouts).
Texture2D icon for the submenu arrow (for right-to-left layouts).
Texture2D icon for the unchecked checkbox items.
Texture2D unchecked_disabled 🔗
Texture2D icon for the unchecked checkbox items when they are disabled.
StyleBox displayed when the PopupMenu item is hovered.
StyleBox labeled_separator_left 🔗
StyleBox for the left side of labeled separator. See add_separator.
StyleBox labeled_separator_right 🔗
StyleBox for the right side of labeled separator. See add_separator.
StyleBox for the the background panel.
StyleBox used for the separators. See add_separator.
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