• Godot HelpGUI
  • I have to say I just do not get how to setup and apply themes in the editor

I have an empty editor theme which is applied to the scene root node.

I use a white background with black font colors (the font is dynamic). I have some check boxes, labels and they are A-OK.

I have added a spinner. The spin box background is DARK GRAY (I think this is the default background color). It renders with the theme's font and its color. So black on near black.

I have tried to add SPINBOX class items to the theme and style it, but nothing I do to change the style effects the spin box. I simply have no clue what I am supposed to style and where.

Where does one actually style the BACKGROUND color for a spin box or many of the other widgets? I have no confidence to explore this as I find theme editing to be undocumented and opaque.

From the docs, but I am using 3.2 and this now may be out of date. Much of the documentation for the theme editor doesn't line up with the non functionality of it in godot itself.

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.

Note: In the theme "editor" in the bottom tray of godot editor all line-edits, option buttons, progress bars, tree-displays, tabs and the panel etc all have the dark gray background which I assume is the default. There is no clear way to select a control and set up its appearance. SPINBOX accepts a theme instead of a style, which is confusing as heck.

Ah -- so apparently SPINBOX -has-as- LINE-EDIT from where it gets its style. But you have to bury yourself in documentation to root that out.

Godot 3.4 has a new theme editor which is more convenient. (Also, Godot 3.2 is now considered EOL and no longer receives support.)

I was mistaken its 3.3 (custom build).

I do have a question, I made an empty theme (with dynamic fonts), with file sizes thus:

-rw-r--r-- 1 zzz staff 16K Dec 15 09:12 ./MarqueeTheme.tres -rw-r--r-- 1 zzz staff 252B Dec 14 16:22 ./Marquee_TTF_Font.tres

The theme is applied to the scene root, which is a control node

Any time I select this node it takes a long time (~10 seconds) for the editor to update (this is an open performance issue marked by you #48171 and may provide a sample if needed).

Now, even though I have no interest in editing the theme, the theme editor is loaded. I really feel that unless I have the theme property open and expanded the theme editor should NOT be displayed because not only does it take a long time, it insists on expanding the bottom tray so I have to minimize it every time I choose the node. Similarly selecting a different node in the same tree unloads the editor.

if you think this is worthy of a proposal i will write it up.

Now, even though I have no interest in editing the theme, the theme editor is loaded. I really feel that unless I have the theme property open and expanded the theme editor should NOT be displayed because not only does it take a long time, it insists on expanding the bottom tray so I have to minimize it every time I choose the node. Similarly selecting a different node in the same tree unloads the editor.

if you think this is worthy of a proposal i will write it up.

This is likely handled by https://github.com/godotengine/godot/pull/45085. However, before you can test it on an existing project, you'd need to cherry-pick it on the 3.x branch.

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