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-rw-r--r--doc/classes/TextureProgressBar.xml26
1 files changed, 12 insertions, 14 deletions
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml
index b40759578f..ee47557b39 100644
--- a/doc/classes/TextureProgressBar.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -10,20 +10,15 @@
</tutorials>
<methods>
<method name="get_stretch_margin" qualifiers="const">
- <return type="int">
- </return>
- <argument index="0" name="margin" type="int" enum="Side">
- </argument>
+ <return type="int" />
+ <argument index="0" name="margin" type="int" enum="Side" />
<description>
</description>
</method>
<method name="set_stretch_margin">
- <return type="void">
- </return>
- <argument index="0" name="margin" type="int" enum="Side">
- </argument>
- <argument index="1" name="value" type="int">
- </argument>
+ <return type="void" />
+ <argument index="0" name="margin" type="int" enum="Side" />
+ <argument index="1" name="value" type="int" />
<description>
</description>
</method>
@@ -36,7 +31,7 @@
<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 )">
+ <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">
@@ -65,16 +60,19 @@
[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_progress_offset" type="Vector2" setter="set_texture_progress_offset" getter="get_texture_progress_offset" default="Vector2(0, 0)">
+ The offset of [member texture_progress]. Useful for [member texture_over] and [member texture_under] with fancy borders, to avoid transparent margins in your progress texture.
+ </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 )">
+ <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 )">
+ <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 )">
+ <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>