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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
70 lines
4.9 KiB
XML
70 lines
4.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TextureButton" inherits="BaseButton" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
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</brief_description>
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<description>
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[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.
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The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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</tutorials>
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<members>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
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If [code]true[/code], texture is flipped vertically.
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</member>
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<member name="ignore_texture_size" type="bool" setter="set_ignore_texture_size" getter="get_ignore_texture_size" default="false">
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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.
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</member>
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<member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode" default="2">
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Controls the texture's behavior when you resize the node's bounding rectangle. See the [enum StretchMode] constants for available options.
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</member>
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<member name="texture_click_mask" type="BitMap" setter="set_click_mask" getter="get_click_mask">
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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.
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</member>
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<member name="texture_disabled" type="Texture2D" setter="set_texture_disabled" getter="get_texture_disabled">
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Texture to display when the node is disabled. See [member BaseButton.disabled].
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</member>
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<member name="texture_focused" type="Texture2D" setter="set_texture_focused" getter="get_texture_focused">
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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.
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</member>
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<member name="texture_hover" type="Texture2D" setter="set_texture_hover" getter="get_texture_hover">
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Texture to display when the mouse hovers the node.
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</member>
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<member name="texture_normal" type="Texture2D" setter="set_texture_normal" getter="get_texture_normal">
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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.
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</member>
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<member name="texture_pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed">
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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.
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</member>
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</members>
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<constants>
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<constant name="STRETCH_SCALE" value="0" enum="StretchMode">
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Scale to fit the node's bounding rectangle.
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</constant>
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<constant name="STRETCH_TILE" value="1" enum="StretchMode">
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Tile inside the node's bounding rectangle.
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</constant>
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<constant name="STRETCH_KEEP" value="2" enum="StretchMode">
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The texture keeps its original size and stays in the bounding rectangle's top-left corner.
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</constant>
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<constant name="STRETCH_KEEP_CENTERED" value="3" enum="StretchMode">
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The texture keeps its original size and stays centered in the node's bounding rectangle.
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</constant>
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<constant name="STRETCH_KEEP_ASPECT" value="4" enum="StretchMode">
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Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
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</constant>
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<constant name="STRETCH_KEEP_ASPECT_CENTERED" value="5" enum="StretchMode">
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Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
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</constant>
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<constant name="STRETCH_KEEP_ASPECT_COVERED" value="6" enum="StretchMode">
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Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
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</constant>
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</constants>
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</class>
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