Bläddra i källkod

Merge pull request #5190 from pycbouh/tutorials-theming-3.x

[3.4] Add a new GUI skinning tutorial and a theme editor guide
Max Hilbrunner 4 år sedan
förälder
incheckning
f5b9ca8e34

+ 1 - 1
development/editor/introduction_to_editor_development.rst

@@ -22,7 +22,7 @@ Technical choices
 -----------------
 
 The Godot editor is drawn using Godot's renderer and
-:ref:`UI system <toc-learn-features-gui>`. It does *not* rely on a toolkit
+:ref:`UI system <doc_user_interface>`. It does *not* rely on a toolkit
 such as GTK or Qt. This is similar in spirit to software like Blender.
 While using toolkits makes it easier to achieve a "native" appearance, they are
 also quite heavy and their licensing is not compatible with Godot's.

+ 1 - 1
getting_started/step_by_step/ui_introduction_to_the_ui_system.rst

@@ -351,4 +351,4 @@ between the rows and columns respectively.
    A GridContainer with 2 columns. It sizes each column automatically.
 
 Godot's UI system is complex, and has a lot more to offer. To learn how
-to design more advanced interfaces, head to the :ref:`GUI section <toc-learn-features-gui>` of the docs.
+to design more advanced interfaces, head to the :ref:`GUI section <doc_user_interface>` of the docs.

BIN
tutorials/gui/files/skin_assets.zip


+ 187 - 152
tutorials/gui/gui_skinning.rst

@@ -1,186 +1,221 @@
 .. _doc_gui_skinning:
 
-GUI skinning
-============
-
-Oh, beautiful GUI!
-------------------
-
-This tutorial is about advanced skinning of a user interface. Most
-games generally don't need this, as they end up just relying on
-:ref:`Label <class_Label>`, :ref:`TextureRect <class_TextureRect>`,
-:ref:`TextureButton <class_TextureButton>` and
-:ref:`TextureProgress <class_TextureProgress>`.
-
-However, many types of games often need complex user interfaces, like
-MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of
-interface are also common in some games that include editors to create
-content, or interfaces for network connectivity.
-
-Godot's user interface uses these kinds of control with the default theme,
-but they can be skinned to resemble pretty much any kind of user
-interface.
-
-Theme
------
-
-The GUI is skinned through the :ref:`Theme <class_Theme>`
-resource. Theme contains all the information required to change the
-entire visual styling of all controls. Theme options are named, so it's
-not obvious which name changes what (especially from code), but several
-tools are provided. The ultimate place to look at what each theme option
-is for each control, which will always be more up to date than any
-documentation, is the file `scene/resources/default_theme/default_theme.cpp
-<https://github.com/godotengine/godot/blob/master/scene/resources/default_theme/default_theme.cpp>`__.
-The rest of this document will explain the different tools used to
-customize the theme.
-
-A Theme can be applied to any control in the scene. As a result, all
-children and grand-children controls will use that same theme, too
-(unless another theme is specified further down the tree). If a value is
-not found in a theme, it will be searched in themes higher up in the
-hierarchy, towards the root. If nothing was found, the default theme is
-used. This system allows for flexible overriding of themes in complex
-user interfaces.
-
-.. attention::
-   
-   Don't use the custom theme option in the Project Settings, as there
-   are known bugs with theme propagation. Instead, apply your theme to the
-   root Control node's Theme property. It will propagate to instanced scenes
-   automatically. To get correct theming in the editor for instanced scenes,
-   you can apply the theme resource to the instanced scene's root node as well.
-
-Theme options
--------------
-
-Each kind of option in a theme can be:
-
--  **An integer constant**: A single numerical constant. Generally used
-   to define spacing between components or alignment.
--  **A Color**: A single color, with or without transparency. Colors are
-   usually applied to fonts and icons.
--  **A Texture**: A single image. Textures are not often used, but when
-   they are, they represent handles to pick or icons in a complex control
-   (such as a file dialog).
--  **A Font**: Every control that uses text can be assigned the fonts
-   used to draw strings.
--  **A StyleBox**: Stylebox is a resource that defines how to draw a
-   panel in varying sizes (more information on them later).
-
-Every option is associated with:
-
--  A name (the name of the option)
--  A Control (the name of the control)
-
-An example usage:
-
-.. tabs::
- .. code-tab:: gdscript GDScript
-
-    var theme = Theme.new()
-    theme.set_color("font_color", "Label", Color.red)
-
-    var label = Label.new()
-    label.theme = theme
-
- .. code-tab:: csharp
-
-    var theme = new Theme();
-    theme.SetColor("fontColor", "Label", new Color(1.0f, 0.0f, 0.0f));
+Introduction to GUI skinning
+============================
+
+It is essential for a game to provide clear, informative, and yet visually
+pleasing user interface to its players. While :ref:`Control <class_Control>`
+nodes come with a decently functional look out of the box, there is always
+room for uniqueness and case-specific tuning. For this purpose Godot engine
+includes a system for GUI skinning (or theming), which allows you to customize
+the look of every control in your user interface, including your custom controls.
+
+Here is an example of this system in action — a game with the GUI that is
+radically different from the default UI theme of the engine:
+
+.. figure:: img/tank-kings-by-winterpixel-games.png
+   :align: center
+
+   A "Gear Up!" screen in Tank Kings, courtesy of Winterpixel Games
+
+Beyond achieving a unique look for your game, this system also enables developers
+to provide customization options to the end users, including accessibility settings.
+UI themes are applied in a cascading manner (i.e. they propagate from parent
+controls to their children), which means that font settings or adjustments for
+colorblind users can be applied in a single place and affect the entire UI tree.
+Of course this system can also be used for gameplay purposes: your hero-based game
+can change its style for the selected player character, or you can give different
+flavors to the sides in your team-based project.
+
+Basics of themes
+----------------
 
-    var label = new Label();
-    label.Theme = theme;
+The skinning system is driven by the :ref:`Theme <class_Theme>` resource. Every
+Godot project has an inherent default theme that contains the settings used by
+the built-in control nodes. This is what gives the controls their distinct look
+out of the box. A theme only describes the configuration, however, and it is still
+the job of each individual control to use that configuration in the way it requires
+to display itself. This is important to remember when implementing
+:ref:`your own custom controls <doc_custom_gui_controls>`.
 
-In the example above, a new theme is created. The "font_color" option
-is changed and then applied to a label. Therefore, the label's text (and all
-children and grandchildren labels) will be red.
+.. note::
+   Even the Godot editor itself relies on the default theme. But it doesn't look the
+   same as a Godot project, because it applies its own heavily customized theme on top
+   of the default one. In principle, this works exactly like it would in your game
+   as explained :ref:`below <doc_gui_theme_in_project>`.
 
-It is possible to override those options without using the theme
-directly, and only for a specific control, by using the override API in
-:ref:`Control.add_color_override() <class_Control_method_add_color_override>`:
+Theme items
+~~~~~~~~~~~
 
-.. tabs::
- .. code-tab:: gdscript GDScript
+The configuration that is stored in a theme consists of theme items. Each item has
+a unique name and must be one of the following data types:
 
-    var label = Label.new()
-    label.add_color_override("font_color", Color.red)
+-  **Color**
 
- .. code-tab:: csharp
+   A :ref:`color <class_Color>` value, which is often used for fonts
+   and backgrounds. Colors can also be used for modulation of controls
+   and icons.
 
-    var label = new Label();
-    label.AddColorOverride("fontColor", new Color(1.0f, 0.0f, 0.0f));
+-  **Constant**
 
-In the inline help of Godot (in the Script tab), you can check which theme options
-are overridable, or check the :ref:`Control <class_Control>` class reference.
+   An integer value, which can be used either for numeric properties of
+   controls (such as the item separation in a :ref:`BoxContainer <class_BoxContainer>`),
+   or for boolean flags (such as the drawing of relationship lines in a :ref:`Tree <class_Tree>`).
 
-Customizing a control
----------------------
+-  **Font**
 
-If only a few controls need to be skinned, it is often not necessary to
-create a new theme. Controls offer their theme options as special kinds
-of properties. If checked, overriding will take place:
+   A :ref:`font <class_Font>` resource, which is used by controls that
+   display text. Fonts contain most text rendering settings, except for
+   its size and color. On top of that, alignment and text direction are
+   controlled by individual controls.
 
-.. image:: img/themecheck.png
+-  **Icon**
 
-As can be seen in the image above, theme options have little check boxes.
-If checked, they can be used to override the value of the theme just for
-that control.
+   A :ref:`texture <class_Texture>` resource, which is normally used
+   to display an icon (on a :ref:`Button <class_Button>`, for example).
 
-Creating a theme
-----------------
+-  **StyleBox**
 
-The simplest way to create a theme is to edit a theme resource. Create a
-Theme from the resource menu; the editor will appear immediately.
-After that, save it (for example, with the name mytheme.theme):
+   A :ref:`StyleBox <class_StyleBox>` resource, a collection of configuration
+   options which define the way a UI panel should be displayed. This is
+   not limited to the :ref:`Panel <class_Panel>` control, as styleboxes
+   are used by many controls for their backgrounds and overlays.
 
-.. image:: img/sb2.png
+Theme types
+~~~~~~~~~~~
 
-This will create an empty theme that can later be loaded and assigned to
-controls.
+To help with the organization of its items each theme is separated into types,
+and each item must belong to a single type. In other words, each theme item
+is defined by its name, its data type and its theme type. This combination
+must be unique within the theme. For example, there cannot be two color items named
+``font_color`` in a type called ``Label``, but there can be another ``font_color``
+item in a type ``LineEdit``.
 
-Example: theming a button
---------------------------
+The default Godot theme comes with multiple theme types already defined,
+one for every built-in control node that uses UI skinning. The example above
+contains actual theme items present in the default theme. You can refer to the
+**Theme Properties** section in the class reference for each control to see
+which items are available to it and its child classes.
 
-Download these assets (:download:`skin_assets.zip <files/skin_assets.zip>`)
-and add them to your project. Open the theme editor, click on "Edit Theme"
-and select "Add Class Items":
+.. note::
+   Child classes can use theme items defined for their parent class (``Button``
+   and its derivatives being a good example of that). In fact, every control can
+   use every theme item of any theme type, if it needs to (but for the clarity and
+   predictability we try to avoid that in the engine).
 
-.. image:: img/themeci.png
+   It is important to remember that for child classes that process is automated.
+   Whenever a built-in control requests a theme item from the theme it can omit
+   the theme type, and its class name will be used instead. On top of that,
+   the class names of its parent classes will also be used in turn. This allows
+   changes to the parent class, such as ``Button``, to affect all derived
+   classes without the need to customize every one of them.
 
-A menu will appear prompting the type of control to create. Select
-"Button":
+You can also define your own theme types, and additionally customize both built-in
+controls and your own controls. Because built-in controls have no knowledge of
+your custom theme types, you must utilize scripts to access those items. All control
+nodes have several methods that allow to fetch theme items from the theme that
+is applied to them. Those methods accept the theme type as one of the arguments.
 
-.. image:: img/themeci2.png
+.. tabs::
+ .. code-tab:: gdscript
 
-Immediately, all button theme options will appear in the property
-editor, where they can be edited:
+   var accent_color = get_color("accent_color", "MyType")
+   label.add_color_override("font_color", accent_color)
 
-.. image:: img/themeci3.png
+ .. code-tab:: csharp
 
-From ``Styles``, open the "Normal" drop-down menu next to where it probably
-says "null" and create a "New StyleBoxTexture", then
-edit it. A texture stylebox contains a texture and the size of the margins
-that will not stretch when the texture is stretched.
-This is called nine-patch or "3x3" stretching:
+   Color accentColor = GetColor("accent_color", "MyType");
+   label.AddColorOverride("font_color", accentColor);
 
-.. image:: img/sb1.png
+Customizing a control
+---------------------
 
-Repeat the steps and add the other assets. There is no hover or disabled
-image in the example files, so use the same stylebox as in normal. Set
-the supplied font as the button font and change the font color to black.
-Soon, your button will look different and retro:
+Each control node can be customized directly without the use of themes. This
+is called local overrides. Every theme property from the control's class
+reference can be overridden directly on the control itself, using either
+the Inspector dock, or scripts. This allows to make granular changes to a
+particular part of the UI, while not affecting anything else in the project,
+including this control's children.
 
-.. image:: img/sb2.png
+.. figure:: img/themecheck.png
+   :align: center
 
-Save this theme to the .theme file. Go to the 2D editor and create a few
-buttons:
+Local overrides are less useful for the visual flair of your user interface,
+especially if you aim for consistency. However, for layout nodes these are
+essential. Nodes such as :ref:`BoxContainer <class_BoxContainer>` and
+:ref:`GridContainer <class_GridContainer>` use theme constants for defining
+separation between their children, and :ref:`MarginContainer <class_MarginContainer>`
+stores its customizable margins in its theme items.
 
-.. image:: img/skinbuttons1.png
+Whenever a control has a local theme item override, this is the value that
+it uses. Values provided by the theme are ignored.
 
-Now, go to the root node of the scene and locate the "theme" property,
-replace it with the theme that was just created. It should look like this:
+.. _doc_gui_theme_in_project:
 
-.. image:: img/skinbuttons2.png
+Customizing a project
+---------------------
 
-Congratulations! You have created a reusable GUI Theme!
+Out of the box each project adopts the default project theme provided by Godot. The
+default theme itself is constant and cannot be changed, but its items can be overridden
+with a custom theme. Custom themes can be applied in two ways: as a project setting,
+and as a node property throughout the tree of control nodes.
+
+There are two project settings that can be adjusted to affect your entire project:
+:ref:`gui/theme/custom<class_ProjectSettings_property_gui/theme/custom>` allows you to
+set a custom project-wide theme, and :ref:`gui/theme/custom_font<class_ProjectSettings_property_gui/theme/custom_font>`
+does the same to the default fallback font. When a theme item is requested by a control
+node the custom project theme, if present, is checked first. Only if it doesn't have
+the item the default theme is checked.
+
+This allows you to configure the default look of every Godot control with a single
+theme resource, but you can go more granular than that. Every control node also has
+a :ref:`theme <class_Control_property_theme>` property, which allows you to set a
+custom theme for the branch of nodes starting with that control. This means that the
+control and all of its children, and their children in turn, would first check that
+custom theme resource before falling back on the project and the default themes.
+
+.. note::
+   Instead of changing the project setting you can set the custom theme resource to the
+   root-most control node of your entire UI branch to almost the same effect. While in the
+   running project it will behave as expected, individual scenes will still display
+   using the default theme when previewing or running them directly. To fix that you
+   can set the same theme resource to the root control of each individual scene.
+
+For example, you can have a certain style for buttons in your project theme, but want
+a different look for buttons inside of a popup dialog. You can set a custom theme
+resource to the root control of your popup and define a different style for buttons
+within that resource. As long as the chain of control nodes between the root of
+the popup and the buttons is uninterrupted, those buttons will use the styles defined
+in the theme resource that is closest to them. All other controls will still be styled
+using the project-wide theme and the default theme styles.
+
+To sum it up, for an arbitrary control its theme item lookup would look something
+like this:
+
+#. Check for local overrides of the same data type and name.
+#. Using control's class name and parent class names:
+
+   a. Check every control starting from itself and see if it has a theme property set;
+   b. If it does, check that theme for the matching item of the same name, data and theme type;
+   c. If there is no custom theme or it doesn't have the item, move to the parent control;
+   d. Repeat steps a-c. until the root of the tree is reached, or a non-control node is reached.
+
+#. Using control's class name check the project-wide theme, if it's present.
+#. Using control's class name check the default theme.
+
+Even if the item doesn't exist in any theme, a corresponding default value for that
+data type will be returned.
+
+Beyond controls
+---------------
+
+Naturally, themes are an ideal type of resource for storing configuration for
+something visual. While the support for theming is built into control nodes,
+other nodes can use them as well, just like any other resource.
+
+An example of using themes for something beyond controls can be a modulation
+of sprites for the same units on different teams in a strategy game. A theme
+resource can define a collection of colors, and sprites (with a help from scripts)
+can use those colors to draw the texture. The main benefit being that you
+could make different themes using the same theme items for red, blue, and
+green teams, and swap them with a single resource change.

+ 158 - 0
tutorials/gui/gui_using_theme_editor.rst

@@ -0,0 +1,158 @@
+.. _doc_gui_using_theme_editor:
+
+Using the theme editor
+======================
+
+This articles explains how to create and manage UI themes using the Godot
+editor and its theme editor tool. We recommend getting familiar with the
+basics behind GUI skinning/theming by reading :ref:`doc_gui_skinning` before starting.
+
+The theme editor is a bottom panel tool that activates automatically, when
+a :ref:`Theme <class_Theme>` resource is selected for editing. It contains
+the necessary UI for adding, removing, and adjusting theme types and theme
+items. It features a preview section for testing your changes live, as well
+as a window dialog for doing bulk operations of the theme items.
+
+Creating a theme
+----------------
+
+Like any other resources, themes can be created directly in the file system dock
+by right-clicking and selecting **New Resource...**, then selecting **Theme**
+and clicking **Create**. This is especially useful for creating project-wide
+themes.
+
+Themes also can be created from any control node. Select a control node in the scene
+hierarchy, then in the inspector go to the ``theme`` property. From there you can
+select **New Theme**.
+
+.. figure:: img/new_theme.png
+   :align: center
+
+This will create an empty theme and open up the theme editor. Keep in mind that
+resources created this way are bundled with the scene by default. Use the context
+menu to save the new theme to a file instead.
+
+While the theme editor provides the tools to manage theme types and items, themes also
+include the default, fallback font that you can edit only using the Inspector dock.
+Same applies to the contents of complex resource types, such as :ref:`StyleBoxes <class_StyleBox>`
+and icons — they open for editing in the Inspector.
+
+.. figure:: img/default_font.png
+   :align: center
+
+Theme editor overview
+---------------------
+
+.. figure:: img/theme_editor.png
+   :align: center
+
+The theme editor has two main parts. The main theme editor, located at the bottom of
+the Godot editor, aims to provide users with tools to quickly create, edit, and delete
+theme items and types. It gives visual tools for picking and changing controls, abstracting
+the underlying theme concepts. The **Manage Theme Items** dialog, on the other hand,
+tries to address the needs of those who want to change themes manually. It's also
+useful for creating a new editor theme.
+
+Theme previews
+~~~~~~~~~~~~~~
+
+The left-hand side of the main editor has a set of preview tabs. The **Default Preview**
+tab is visible out of the box and contains most of the frequently used controls in various
+states. Previews are interactive, so intermediate states (e.g. hover) can be previewed as well.
+
+.. figure:: img/default_preview.png
+   :align: center
+
+Additional tabs can be created from arbitrary scenes in your project. The scene
+must have a control node as its root to function as a preview. To add a new tab
+click the **Add Preview** button and select the saved scene from your file system.
+
+.. figure:: img/scene_preview.png
+   :align: center
+
+If you make changes to the scene, they will not be reflected in the preview
+automatically. To update the preview click the reload button on the toolbar.
+
+Previews can also be used to quickly select the theme type to edit. Select the
+picker tool from the toolbar and hover over the preview area to highlight control
+nodes. Highlighted control nodes display their class name. Clicking on the highlighted
+control opens it for editing on the right-hand side.
+
+.. figure:: img/theme_preview_picker.png
+   :align: center
+
+Theme types and items
+~~~~~~~~~~~~~~~~~~~~~
+
+The right-hand side of them theme editor provides a list of theme types available
+in the edited theme resource, and the contents of the selected type. The list of
+type's items is divided into several tabs, corresponding to each data type available
+in the theme (colors, constants, styles, etc.). If the **Show Default** option is
+enabled, then for each built-in type its default theme values are displayed, greyed
+out. If the option is disabled, only the items available in the edited theme itself
+are displayed.
+
+.. figure:: img/theme_type_editor.png
+   :align: center
+
+Individual items from the default theme can be added to the current theme by
+clicking on the **Override** button next to the item. You can also override all
+the default items of the selected theme type by clicking on the **Override All**
+button. Overridden properties can then be removed with the **Remove Item** button.
+Properties can also be renamed using the **Rename Item** button, and completely
+custom properties can be added to the list using the text field below it.
+
+Overridden theme items can be edited directly in the right-hand panel, unless they
+are resources. Resources have rudimentary controls available for them, but must be
+edited in the Inspector dock instead.
+
+.. figure:: img/theme_item_inspector.png
+   :align: center
+
+Styleboxes have an unique feature available, where you can pin an individual
+stylebox from the list. Pinned stylebox acts like the leader of the pack, and
+all styleboxes of the same type are updated alongside it when you change its
+properties. This allows you to edit properties of several styleboxes at the
+same time.
+
+.. figure:: img/theme_pin_the_stylebox.png
+   :align: center
+
+While theme types can be picked from a preview, they can also be added manually.
+Clicking the plus button next to the type list opens the **Add item Type** menu.
+In that menu you can either select a type from the list, or you can enter an
+arbitrary name to create a custom type. Text field also filters the list of control
+nodes.
+
+.. figure:: img/add_item_type.png
+   :align: center
+
+Manage and import items
+-----------------------
+
+Clicking the **Manage Items** button brings up the **Manage Theme Items** dialog. In
+the **Edit Items** tab you can view and add theme types, as well as view and edit
+the theme items of the selected type.
+
+.. figure:: img/manage_items.png
+   :align: center
+
+You can create, rename and remove individual theme items here by clicking the
+corresponding **Add X Item** and specifying their name. You can also mass delete
+theme items either by their data type (using the brush icon in the list) or by
+their quality. **Remove Class Items** will remove all built-in theme items you
+have customized for a control node type. **Remove Custom Items** will remove all
+the custom theme items for the selected type. Finally, **Remove All Items** will
+remove everything from the type.
+
+From the **Import Items** tab you can import theme items from other themes. You can
+import items from the default Godot theme, the Godot editor theme, or another custom
+theme. You can import individual or multiple items, and you can decide whether to
+copy or omit their data as well. There are several way you can select and deselect the
+items, including by hand, by hierarchy, by data type, and everything. Opting to
+include the data will copy all theme items as they are to your theme. Omitting the data
+will create the items of the corresponding data type and name, but will leave them empty,
+creating a template of a theme in a way.
+
+.. figure:: img/import_items.png
+   :align: center

BIN
tutorials/gui/img/add_item_type.png


BIN
tutorials/gui/img/default_font.png


BIN
tutorials/gui/img/default_preview.png


BIN
tutorials/gui/img/import_items.png


BIN
tutorials/gui/img/manage_items.png


BIN
tutorials/gui/img/new_theme.png


BIN
tutorials/gui/img/sb1.png


BIN
tutorials/gui/img/sb2.png


BIN
tutorials/gui/img/scene_preview.png


BIN
tutorials/gui/img/skinbuttons1.png


BIN
tutorials/gui/img/skinbuttons2.png


BIN
tutorials/gui/img/tank-kings-by-winterpixel-games.png


BIN
tutorials/gui/img/theme_editor.png


BIN
tutorials/gui/img/theme_item_inspector.png


BIN
tutorials/gui/img/theme_pin_the_stylebox.png


BIN
tutorials/gui/img/theme_preview_picker.png


BIN
tutorials/gui/img/theme_type_editor.png


BIN
tutorials/gui/img/themecheck.png


BIN
tutorials/gui/img/themeci.png


BIN
tutorials/gui/img/themeci2.png


BIN
tutorials/gui/img/themeci3.png


+ 57 - 6
tutorials/gui/index.rst

@@ -1,13 +1,64 @@
-GUI
-===
+.. _doc_user_interface:
+
+User Interface (UI)
+===================
+
+In this section of the tutorial we explain the basics of creating a graphical
+user interface (GUI) in Godot.
+
+UI building blocks
+------------------
+
+Like everything else in Godot the user interface is built using nodes, specifically
+:ref:`Control <class_Control>` nodes. There are many different types of controls
+which are useful for creating specific types of the GUI. For simplicity we can
+separate them into two groups: content and layout.
+
+Typical content controls include:
+
+* :ref:`Buttons <class_Button>`
+* :ref:`Labels <class_Label>`
+* :ref:`LineEdits <class_LineEdit>` and :ref:`TextEdits <class_TextEdit>`
+
+Typical layout controls include:
+
+* :ref:`BoxContainers <class_BoxContainer>`
+* :ref:`MarginContainers <class_MarginContainer>`
+* :ref:`ScrollContainers <class_ScrollContainer>`
+* :ref:`TabContainers <class_TabContainer>`
+* :ref:`Popups <class_Popup>`
+
+The following pages explain the basics of using such controls.
 
 .. toctree::
    :maxdepth: 1
-   :name: toc-learn-features-gui
+   :name: toc-gui-basics
 
-   gui_skinning
-   custom_gui_controls
    size_and_anchors
    gui_containers
-   bbcode_in_richtextlabel
+   custom_gui_controls
    control_node_gallery
+
+GUI skinning and themes
+-----------------------
+
+Godot features an in-depth skinning/theming system for control nodes. The pages in this section
+explain the benefits of that system and how to set it up in your projects.
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-gui-skinning
+
+   gui_skinning
+   gui_using_theme_editor
+
+Control node tutorials
+----------------------
+
+The following articles cover specific details of using particular control nodes.
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-control-nodes-tutorials
+
+   bbcode_in_richtextlabel