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-rw-r--r--doc/classes/TextureButton.xml21
-rw-r--r--doc/classes/TextureProgress.xml34
2 files changed, 39 insertions, 16 deletions
diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml
index e4f00555b3..8e51548c10 100644
--- a/doc/classes/TextureButton.xml
+++ b/doc/classes/TextureButton.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureButton" inherits="BaseButton" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Button that can be themed with textures.
+ Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
</brief_description>
<description>
- Button that can be themed with textures. This is like a regular [Button] but can be themed by assigning textures to it. This button is intended to be easy to theme, however a regular button can expand (that uses styleboxes) and still be better if the interface is expect to have internationalization of texts.
- Only the normal texture is required, the others are optional.
+ [code]TextureButton[/code] has the same functionality as [Button], except it uses sprites instead of Godot's [Theme] resource. It is faster to create, but it doesn't support localization like more complex Controls.
+ The Normal state's texture is required. Others are optional.
</description>
<tutorials>
</tutorials>
@@ -127,36 +127,51 @@
</methods>
<members>
<member name="expand" type="bool" setter="set_expand" getter="get_expand">
+ If [code]true[/code] the texture stretches to the edges of the node's bounding rectangle using the [member stretch_mode]. If [code]false[/code] the texture will not scale with the node. Default value: [code]false[/code].
</member>
<member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode">
+ Controls the texture's behavior when you resize the node's bounding rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to one of the [code]STRETCH_*[/code] constants. See the constants to learn more.
</member>
<member name="texture_click_mask" type="BitMap" setter="set_click_mask" getter="get_click_mask">
+ Pure black and white [Bitmap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.
</member>
<member name="texture_disabled" type="Texture" setter="set_disabled_texture" getter="get_disabled_texture">
+ Texture to display when the node is disabled. See [member BaseButton.disabled].
</member>
<member name="texture_focused" type="Texture" setter="set_focused_texture" getter="get_focused_texture">
+ Texture to display when the node has mouse or keyboard focus.
</member>
<member name="texture_hover" type="Texture" setter="set_hover_texture" getter="get_hover_texture">
+ Texture to display when the mouse hovers the node.
</member>
<member name="texture_normal" type="Texture" setter="set_normal_texture" getter="get_normal_texture">
+ Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state.
</member>
<member name="texture_pressed" type="Texture" setter="set_pressed_texture" getter="get_pressed_texture">
+ Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the enter key or if the player presses the [member BaseButton.shortcut] key.
</member>
</members>
<constants>
<constant name="STRETCH_SCALE" value="0">
+ Scale to fit the node's bounding rectangle.
</constant>
<constant name="STRETCH_TILE" value="1">
+ Tile inside the node's bounding rectangle.
</constant>
<constant name="STRETCH_KEEP" value="2">
+ The texture keeps its original size and stays in the bounding rectangle's top-left corner.
</constant>
<constant name="STRETCH_KEEP_CENTERED" value="3">
+ The texture keeps its original size and stays centered in the node's bounding rectangle.
</constant>
<constant name="STRETCH_KEEP_ASPECT" value="4">
+ Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
</constant>
<constant name="STRETCH_KEEP_ASPECT_CENTERED" value="5">
+ Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
</constant>
<constant name="STRETCH_KEEP_ASPECT_COVERED" value="6">
+ Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
</constant>
</constants>
</class>
diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml
index 0a6ffcdeb8..f8165753c6 100644
--- a/doc/classes/TextureProgress.xml
+++ b/doc/classes/TextureProgress.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureProgress" inherits="Range" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Textured progress bar.
+ Texture-based progress bar. Useful for loading screens and life or stamina bars.
</brief_description>
<description>
- A [ProgressBar] that uses textures to display fill percentage. Can be set to linear or radial mode.
+ TextureProgress works like [ProgressBar] but it uses up to 3 textures instead of Godot's [Theme] resource. Works horizontally, vertically, and radially.
</description>
<tutorials>
</tutorials>
@@ -151,51 +151,59 @@
The fill direction. Uses FILL_* constants.
</member>
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch">
- If [code]true[/code] textures will be stretched as [NinePatchRect]. Uses [code]stretch_margin[/code] properties (see below). Default value: [code]false[/code]
+ If [code]true[/code] Godot treats the bar's textures like [NinePatchRect]. Use [code]stretch_margin_*[/code], like [member stretch_margin_bottom], to set up the nine patch's 3x3 grid. Default value: [code]false[/code].
</member>
<member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset">
- The offset amount for radial mode.
+ Offsets [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code].
</member>
<member name="radial_fill_degrees" type="float" setter="set_fill_degrees" getter="get_fill_degrees">
- The amount of the texture to use for radial mode.
+ Upper limit for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. 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">
- Start angle for radial mode.
+ Starting angle for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. 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">
- Nine-patch texture offset for bottom margin.
+ 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">
- Nine-patch texture offset for left margin.
+ 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">
- Nine-patch texture offset for right margin.
+ 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">
- Nine-patch texture offset for top margin.
+ The height of the 9-patch's top row.
</member>
<member name="texture_over" type="Texture" setter="set_over_texture" getter="get_over_texture">
- The [Texture] that will be drawn over the progress bar.
+ [Texture] 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="Texture" setter="set_progress_texture" getter="get_progress_texture">
- The [Texture] used to display [code]value[/code].
+ [Texture] 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="Texture" setter="set_under_texture" getter="get_under_texture">
- The [Texture] that will be drawn under the progress bar.
+ [Texture] that draws under the progress bar. The bar's background.
</member>
</members>
<constants>
<constant name="FILL_LEFT_TO_RIGHT" value="0">
+ The [member texture_progress] fills from left to right.
</constant>
<constant name="FILL_RIGHT_TO_LEFT" value="1">
+ The [member texture_progress] fills from right to left.
</constant>
<constant name="FILL_TOP_TO_BOTTOM" value="2">
+ The [member texture_progress] fills from top to bototm.
</constant>
<constant name="FILL_BOTTOM_TO_TOP" value="3">
+ The [member texture_progress] fills from bottom to top.
</constant>
<constant name="FILL_CLOCKWISE" value="4">
+ 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 refine its behavior.
</constant>
<constant name="FILL_COUNTER_CLOCKWISE" value="5">
+ Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
</constant>
</constants>
</class>