Small fixes for the Control description in the docs.
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For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [code]Control[/code] and [Container] nodes.
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[b]User Interface nodes and input[/b]
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Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [method MainLoop._input_event]. Call [method accept_event] so no other node receives the event. Once you accepted an input, it becomes handled so [method Node._unhandled_input] will not process it.
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Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method set_focus_mode]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus.
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Call [method set_ignore_mouse] to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
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Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus.
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Set [member mouse_filter] to MOUSE_FILTER_IGNORE to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
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[Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector.
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</description>
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<tutorials>
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