Control for drawing textures.
Used to draw icons and sprites in a user interface. The texture's placement can be controlled with the [member stretch_mode] property. It can scale, tile, or stay centered inside its bounding rectangle.
https://godotengine.org/asset-library/asset/676
Defines how minimum size is determined based on the texture's size. See [enum ExpandMode] for options.
If [code]true[/code], texture is flipped horizontally.
If [code]true[/code], texture is flipped vertically.
Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode].
The node's [Texture2D] resource.
The minimum size will be equal to texture size, i.e. [TextureRect] can't be smaller than the texture.
The size of the texture won't be considered for minimum size calculation, so the [TextureRect] can be shrunk down past the texture size.
The height of the texture will be ignored. Minimum width will be equal to the current height. Useful for horizontal layouts, e.g. inside [HBoxContainer].
Same as [constant EXPAND_FIT_WIDTH], but keeps texture's aspect ratio.
The width of the texture will be ignored. Minimum height will be equal to the current width. Useful for vertical layouts, e.g. inside [VBoxContainer].
Same as [constant EXPAND_FIT_HEIGHT], but keeps texture's aspect ratio.
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.