From 57dcc831522079c7bee14b012d6eb7208f578857 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 14 Dec 2020 21:10:09 +0100 Subject: 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. --- doc/classes/TextureProgress.xml | 110 ------------------------------------- doc/classes/TextureProgressBar.xml | 110 +++++++++++++++++++++++++++++++++++++ 2 files changed, 110 insertions(+), 110 deletions(-) delete mode 100644 doc/classes/TextureProgress.xml create mode 100644 doc/classes/TextureProgressBar.xml (limited to 'doc') diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml deleted file mode 100644 index 4937121ebf..0000000000 --- a/doc/classes/TextureProgress.xml +++ /dev/null @@ -1,110 +0,0 @@ - - - - Texture-based progress bar. Useful for loading screens and life or stamina bars. - - - TextureProgress 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. - - - - - - - - - - - - - - - - - - - - - - - - - - The fill direction. See [enum FillMode] for possible values. - - - - 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. - - - Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. - - - 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]. - - - 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]. - - - 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. - - - The width of the 9-patch's left column. - - - The width of the 9-patch's right column. - - - The height of the 9-patch's top row. - - - [Texture2D] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress]. - - - [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]. - - - [Texture2D] that draws under the progress bar. The bar's background. - - - 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. - - - Multiplies the color of the bar's [code]texture_progress[/code] texture. - - - Multiplies the color of the bar's [code]texture_under[/code] texture. - - - - - The [member texture_progress] fills from left to right. - - - The [member texture_progress] fills from right to left. - - - The [member texture_progress] fills from top to bottom. - - - The [member texture_progress] fills from bottom to top. - - - 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. - - - 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. - - - The [member texture_progress] fills from the center, expanding both towards the left and the right. - - - The [member texture_progress] fills from the center, expanding both towards the top and the bottom. - - - 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. - - - 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 @@ + + + + Texture-based progress bar. Useful for loading screens and life or stamina bars. + + + 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. + + + + + + + + + + + + + + + + + + + + + + + + + + The fill direction. See [enum FillMode] for possible values. + + + + 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. + + + Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. + + + 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]. + + + 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]. + + + 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. + + + The width of the 9-patch's left column. + + + The width of the 9-patch's right column. + + + The height of the 9-patch's top row. + + + [Texture2D] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress]. + + + [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]. + + + [Texture2D] that draws under the progress bar. The bar's background. + + + 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. + + + Multiplies the color of the bar's [code]texture_progress[/code] texture. + + + Multiplies the color of the bar's [code]texture_under[/code] texture. + + + + + The [member texture_progress] fills from left to right. + + + The [member texture_progress] fills from right to left. + + + The [member texture_progress] fills from top to bottom. + + + The [member texture_progress] fills from bottom to top. + + + 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. + + + 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. + + + The [member texture_progress] fills from the center, expanding both towards the left and the right. + + + The [member texture_progress] fills from the center, expanding both towards the top and the bottom. + + + 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. + + + -- cgit v1.2.3