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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-12-14 21:10:09 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-12-14 21:35:13 +0100 |
commit | 57dcc831522079c7bee14b012d6eb7208f578857 (patch) | |
tree | 6ce914f772186af208055e418e5c13b2a77bbf36 /doc/classes/TextureProgressBar.xml | |
parent | a511a26ad82bf70ed00ab34a3201ec5c6049387f (diff) |
Rename the TextureProgress node to TextureProgressBar
Advantages:
- When searching for "progressbar", you'll see both nodes in the
search results.
- More consistent with Button/TextureButton.
Diffstat (limited to 'doc/classes/TextureProgressBar.xml')
-rw-r--r-- | doc/classes/TextureProgressBar.xml | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml new file mode 100644 index 0000000000..56a7365855 --- /dev/null +++ b/doc/classes/TextureProgressBar.xml @@ -0,0 +1,110 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="TextureProgressBar" inherits="Range" version="4.0"> + <brief_description> + Texture-based progress bar. Useful for loading screens and life or stamina bars. + </brief_description> + <description> + TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars. + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_stretch_margin" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="margin" type="int" enum="Margin"> + </argument> + <description> + </description> + </method> + <method name="set_stretch_margin"> + <return type="void"> + </return> + <argument index="0" name="margin" type="int" enum="Margin"> + </argument> + <argument index="1" name="value" type="int"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0"> + The fill direction. See [enum FillMode] for possible values. + </member> + <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="1" /> + <member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false"> + If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. + </member> + <member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset" default="Vector2( 0, 0 )"> + Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. + </member> + <member name="radial_fill_degrees" type="float" setter="set_fill_degrees" getter="get_fill_degrees" default="360.0"> + Upper limit for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]max_value[/code], the texture fills up to this angle. + See [member Range.value], [member Range.max_value]. + </member> + <member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0"> + Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees]. + </member> + <member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0"> + The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. + </member> + <member name="stretch_margin_left" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0"> + The width of the 9-patch's left column. + </member> + <member name="stretch_margin_right" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0"> + The width of the 9-patch's right column. + </member> + <member name="stretch_margin_top" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0"> + The height of the 9-patch's top row. + </member> + <member name="texture_over" type="Texture2D" setter="set_over_texture" getter="get_over_texture"> + [Texture2D] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress]. + </member> + <member name="texture_progress" type="Texture2D" setter="set_progress_texture" getter="get_progress_texture"> + [Texture2D] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code]. + The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value]. + </member> + <member name="texture_under" type="Texture2D" setter="set_under_texture" getter="get_under_texture"> + [Texture2D] that draws under the progress bar. The bar's background. + </member> + <member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over" default="Color( 1, 1, 1, 1 )"> + Multiplies the color of the bar's [code]texture_over[/code] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node. + </member> + <member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress" default="Color( 1, 1, 1, 1 )"> + Multiplies the color of the bar's [code]texture_progress[/code] texture. + </member> + <member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under" default="Color( 1, 1, 1, 1 )"> + Multiplies the color of the bar's [code]texture_under[/code] texture. + </member> + </members> + <constants> + <constant name="FILL_LEFT_TO_RIGHT" value="0" enum="FillMode"> + The [member texture_progress] fills from left to right. + </constant> + <constant name="FILL_RIGHT_TO_LEFT" value="1" enum="FillMode"> + The [member texture_progress] fills from right to left. + </constant> + <constant name="FILL_TOP_TO_BOTTOM" value="2" enum="FillMode"> + The [member texture_progress] fills from top to bottom. + </constant> + <constant name="FILL_BOTTOM_TO_TOP" value="3" enum="FillMode"> + The [member texture_progress] fills from bottom to top. + </constant> + <constant name="FILL_CLOCKWISE" value="4" enum="FillMode"> + Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. + </constant> + <constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode"> + Turns the node into a radial bar. The [member texture_progress] fills counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. + </constant> + <constant name="FILL_BILINEAR_LEFT_AND_RIGHT" value="6" enum="FillMode"> + The [member texture_progress] fills from the center, expanding both towards the left and the right. + </constant> + <constant name="FILL_BILINEAR_TOP_AND_BOTTOM" value="7" enum="FillMode"> + The [member texture_progress] fills from the center, expanding both towards the top and the bottom. + </constant> + <constant name="FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE" value="8" enum="FillMode"> + Turns the node into a radial bar. The [member texture_progress] fills radially from the center, expanding both clockwise and counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. + </constant> + </constants> +</class> |