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path: root/doc/classes/TextureButton.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureButton" inherits="BaseButton" category="Core" version="3.1">
	<brief_description>
		Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
	</brief_description>
	<description>
		[code]TextureButton[/code] 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 Controls.
		The Normal state's texture is required. Others are optional.
	</description>
	<tutorials>
	</tutorials>
	<demos>
	</demos>
	<methods>
	</methods>
	<members>
		<member name="expand" type="bool" setter="set_expand" getter="get_expand">
			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. Default value: [code]false[/code].
		</member>
		<member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode">
			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 [code]STRETCH_*[/code] 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="Texture" 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="Texture" setter="set_focused_texture" getter="get_focused_texture">
			Texture to display when the node has mouse or keyboard focus.
		</member>
		<member name="texture_hover" type="Texture" setter="set_hover_texture" getter="get_hover_texture">
			Texture to display when the mouse hovers the node.
		</member>
		<member name="texture_normal" type="Texture" 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="Texture" 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>