summaryrefslogtreecommitdiff
path: root/doc/classes/TextureButton.xml
blob: 476ab2d1bf85873f8326fe3ec676cb8624e96223 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureButton" inherits="BaseButton" version="4.0">
	<brief_description>
		Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
	</brief_description>
	<description>
		[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.
	</description>
	<tutorials>
		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
	</tutorials>
	<members>
		<member name="expand" type="bool" setter="set_expand" getter="get_expand" default="false">
			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.
		</member>
		<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
			If [code]true[/code], texture is flipped horizontally.
		</member>
		<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
			If [code]true[/code], texture is flipped vertically.
		</member>
		<member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode" default="0">
			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.
		</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="Texture2D" 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="Texture2D" setter="set_focused_texture" getter="get_focused_texture">
			Texture to display when the node has mouse or keyboard focus. [member texture_focused] is displayed [i]over[/i] the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
		</member>
		<member name="texture_hover" type="Texture2D" setter="set_hover_texture" getter="get_hover_texture">
			Texture to display when the mouse hovers the node.
		</member>
		<member name="texture_normal" type="Texture2D" 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="Texture2D" 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" enum="StretchMode">
			Scale to fit the node's bounding rectangle.
		</constant>
		<constant name="STRETCH_TILE" value="1" enum="StretchMode">
			Tile inside the node's bounding rectangle.
		</constant>
		<constant name="STRETCH_KEEP" value="2" enum="StretchMode">
			The texture keeps its original size and stays in the bounding rectangle's top-left corner.
		</constant>
		<constant name="STRETCH_KEEP_CENTERED" value="3" enum="StretchMode">
			The texture keeps its original size and stays centered in the node's bounding rectangle.
		</constant>
		<constant name="STRETCH_KEEP_ASPECT" value="4" enum="StretchMode">
			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" enum="StretchMode">
			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" enum="StretchMode">
			Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
		</constant>
	</constants>
</class>