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robertobendi

WazziCode Godot

by robertobendi

ui_manage

Build UI layouts, set anchor presets, text, and vector drawings for HUDs, menus, and vector decorations in Godot.

Instructions

UI / Control authoring (HUD, menus, layouts, vector decoration).

Ops: • set_anchor_preset(path, preset, resize_mode="minsize", margin=0) Apply a Control layout preset. preset: top_left | top_right | bottom_left | bottom_right | center_left | center_top | center_right | center_bottom | center | left_wide | top_wide | right_wide | bottom_wide | vcenter_wide | hcenter_wide | full_rect. resize_mode: minsize | keep_width | keep_height | keep_size. Target must be a Control. CanvasLayer is the canonical HUD parent but is not a Control — put a Control child under the CanvasLayer and apply the preset to that overlay. • set_text(path, text) Set text on a Label/Button/LineEdit/TextEdit/RichTextLabel. • build_layout(tree, parent_path="") Atomically build a UI subtree from a nested spec ({type, name?, properties?, anchor_preset?, anchor_margin?, theme?, children?}). Validates everything before mutating. properties is direct node properties only. Theme constants like container spacing live under theme_override_constants/<name> — e.g. {"theme_override_constants/separation": 8} on a VBoxContainer, not {"separation": 8} (which errors). theme and anchor_preset require a Control / Window — for a HUD, nest a Control under a CanvasLayer and apply them to the Control child, not the layer itself. • draw_recipe(path, ops, clear_existing=True) Attach a declarative list of vector _draw() ops to a Control — radar sweeps, gauges, corner brackets, crosshairs, waveforms. Op kinds: line | rect | arc | circle | polyline | polygon | string.

Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the burden and reveals important behaviors like build_layout validating before mutating, the anchor_preset Control requirement, and the theme_override_constants path syntax. It does not describe return values or error handling, leaving some gaps.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is organized with a short intro, bullet-point operations, and a canonical call shape. Every line adds value, and the length is justified by the tool's multi-operation nature.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a tool with four distinct operations and non-trivial constraints, the description is highly complete, covering edge cases like CanvasLayer nesting and theme property syntax. It does not explicitly mention error behavior, but the presence of an output schema may mitigate that.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 0% and the schema only provides a generic op/params wrapper. The description fully compensates by documenting each operation's parameters, including enum values for preset and resize_mode, and the detailed build_layout spec tree. This is essential for correct invocation.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with 'UI / Control authoring' and lists four distinct operations with specific verbs and targets (set_anchor_preset, set_text, build_layout, draw_recipe), clearly distinguishing the tool from sibling node/scene/theme tools.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Provides clear contextual guidance per operation, such as 'CanvasLayer is not a Control' and where theme constants should be placed. However, it does not explicitly compare against sibling tools or state when not to use this tool.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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