With some scripting you can likely achieve what you are looking for. There are several different approaches you can take, but here is how I'd do it:
- Make a scene with a Panel or ColorRect as the root node.
- * If using a panel, override the style to make it white. If using a ColorRect, it comes white by default.
- Add how ever many TextFields you need as child nodes of the root node.
- * Make sure to setup their anchors! You may want to look into using Godot's Container nodes, like the VBox and HBox.
- Add a script to the root node.
- * In the script, you will need to implement moving and resizing. Moving should, in theory, be relatively easy. I'd suggest taking a look at the Drag and Drop demo on the Godot demo repository.
- * Resizing is a little harder. You'll need to use code to detect if the mouse is at a certain position, wherever you want the resize gizmo to be, and then change the Rect size of the root node as the mouse moves. I haven't tried it myself, but I am positive it is doable with some work.
- Profit!
That said, there is the WindowDialog node that handles much of this for you. I haven't used it much myself, but if you want to use the WindowDialog node, I believe you will not need to write code for moving and resizing the root node. Here's how I think you could do it with the WindowDialog node:
- Make a scene with a WindowDialog as the root node.
- * Override the style to make it white.
- Add how ever many TextFields you need as child nodes of the root node.
- * Make sure to setup their anchors! You may want to look into using Godot's Container nodes, like the VBox and HBox.
- Profit?
That said, you will likely need to prototype and see what works and what doesn't.
Hopefully this helps a bit, and welcome to the forums!