Flow container for Godot 3.5 or newer
Godot 3.5 (currently in beta) introduces HFlowContainer and VFlowContainer that will serve the propuse described.
The HFlowContainer will fill a row and when they overflow, it will add a new row and continue there. The VFlowContainer will work on a similar fashion but with columns.
Flow containers before Godot 3.5
For older versions of Godot you can use the HFlowContainer addon which you can find it in the asset library (here). Note that there is no VFlowContainer counterpart.
As everything on the asset library it is free and open source, so feel free to read the code and modify it, which can be serve as starting point if you want to make your own custom Container.
Making your own custom Container
The gist of making a custom Container is that it must position its children.
For that effect you react to NOTIFICATION_SORT_CHILDREN in the _notification method. You might also want to react to NOTIFICATION_RESIZED.
You can have a method - which I'll call layout - that you call when you get the notifications:
func _notification(what):
if what == NOTIFICATION_SORT_CHILDREN:
layout()
And also call layout from the setters (setget) of the properties that define how the Container must organize its children. To call layout from anywhere other than _notification, you might want to use call_deferred("layout") to prevent any possible re-layout loops from hanging or crashing the game.
The layout method would iterate over the visible children Controls and use get_combined_minimum_size to figure out their size.
Something like this:
func layout() -> void:
# …
for child in get_children():
var control := child as Control
if not is_instance_valid(control) or not control.visible:
continue
var size := control.get_combined_minimum_size()
# …
Then using that information compute the position and size for the children Controls. When there is room for the Controls to grow, you may want to split it among them according to their size_flags_stretch_ratio.
Once you have the position and size for a Control decided, use fit_child_in_rect to position them, which will take into account grow and size flags.
Thus - barring the simplest Containers - you will need to iterate over the children Controls twice. And for that you might find useful to have an auxiliary data structure to temporarily store them.