godot/doc/classes/TextureButton.xml
skyace65 c83718624f Update links to outdated asset library demos
Update links to outdated asset library demos

Co-authored-by: Max Hilbrunner <m.hilbrunner@gmail.com>
2024-04-07 16:59:43 +02:00

70 lines
4.9 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureButton" inherits="BaseButton" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<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/2755</link>
</tutorials>
<members>
<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="ignore_texture_size" type="bool" setter="set_ignore_texture_size" getter="get_ignore_texture_size" default="false">
If [code]true[/code], the size of the texture won't be considered for minimum size calculation, so the [TextureButton] can be shrunk down past the texture size.
</member>
<member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode" default="2">
Controls the texture's behavior when you resize the node's bounding rectangle. See the [enum StretchMode] constants for available options.
</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_texture_disabled" getter="get_texture_disabled">
Texture to display when the node is disabled. See [member BaseButton.disabled].
</member>
<member name="texture_focused" type="Texture2D" setter="set_texture_focused" getter="get_texture_focused">
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_texture_hover" getter="get_texture_hover">
Texture to display when the mouse hovers the node.
</member>
<member name="texture_normal" type="Texture2D" setter="set_texture_normal" getter="get_texture_normal">
Texture to display by default, when the node is [b]not[/b] in the disabled, hover or pressed state. This texture is still displayed in the focused state, with [member texture_focused] drawn on top.
</member>
<member name="texture_pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed">
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>