Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
[TextureButton] 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 [Control]s.
The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
See also [BaseButton] which contains common properties and methods associated with this node.
https://godotengine.org/asset-library/asset/676
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.
If [code]true[/code], texture is flipped horizontally.
If [code]true[/code], texture is flipped vertically.
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 [enum StretchMode] constants. See the constants to learn more.
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.
Texture to display when the node is disabled. See [member BaseButton.disabled].
Texture to display when the node has mouse or keyboard focus.
Texture to display when the mouse hovers the node.
Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state.
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.
Scale to fit the node's bounding rectangle.
Tile inside the node's bounding rectangle.
The texture keeps its original size and stays in the bounding rectangle's top-left corner.
The texture keeps its original size and stays centered in the node's bounding rectangle.
Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.