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391e46830f
Fix various missing arguments in bindings.
88 lines
5.6 KiB
XML
88 lines
5.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TextureProgress" inherits="Range" category="Core" version="3.1">
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<brief_description>
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Texture-based progress bar. Useful for loading screens and life or stamina bars.
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</brief_description>
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<description>
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TextureProgress works like [ProgressBar] but it uses up to 3 textures instead of Godot's [Theme] resource. Works horizontally, vertically, and radially.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode">
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The fill direction. Uses FILL_* constants.
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</member>
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<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch">
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If [code]true[/code] Godot treats the bar's textures like [NinePatchRect]. Use [code]stretch_margin_*[/code], like [member stretch_margin_bottom], to set up the nine patch's 3x3 grid. Default value: [code]false[/code].
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</member>
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<member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset">
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Offsets [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code].
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</member>
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<member name="radial_fill_degrees" type="float" setter="set_fill_degrees" getter="get_fill_degrees">
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Upper limit for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. When the node's [code]value[/code] is equal to its [code]max_value[/code], the texture fills up to this angle.
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See [member Range.value], [member Range.max_value].
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</member>
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<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle">
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Starting angle for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees].
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</member>
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<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
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The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
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</member>
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<member name="stretch_margin_left" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
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The width of the 9-patch's left column.
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</member>
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<member name="stretch_margin_right" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
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The width of the 9-patch's right column.
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</member>
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<member name="stretch_margin_top" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
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The height of the 9-patch's top row.
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</member>
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<member name="texture_over" type="Texture" setter="set_over_texture" getter="get_over_texture">
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[Texture] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
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</member>
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<member name="texture_progress" type="Texture" setter="set_progress_texture" getter="get_progress_texture">
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[Texture] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
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The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
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</member>
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<member name="texture_under" type="Texture" setter="set_under_texture" getter="get_under_texture">
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[Texture] that draws under the progress bar. The bar's background.
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</member>
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<member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over">
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</member>
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<member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress">
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</member>
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<member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under">
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</member>
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</members>
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<constants>
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<constant name="FILL_LEFT_TO_RIGHT" value="0" enum="FillMode">
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The [member texture_progress] fills from left to right.
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</constant>
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<constant name="FILL_RIGHT_TO_LEFT" value="1" enum="FillMode">
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The [member texture_progress] fills from right to left.
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</constant>
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<constant name="FILL_TOP_TO_BOTTOM" value="2" enum="FillMode">
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The [member texture_progress] fills from top to bototm.
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</constant>
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<constant name="FILL_BOTTOM_TO_TOP" value="3" enum="FillMode">
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The [member texture_progress] fills from bottom to top.
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</constant>
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<constant name="FILL_CLOCKWISE" value="4" enum="FillMode">
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Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
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</constant>
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<constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode">
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Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
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</constant>
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<constant name="FILL_BILINEAR_LEFT_AND_RIGHT" value="6" enum="FillMode">
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</constant>
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<constant name="FILL_BILINEAR_TOP_AND_BOTTOM" value="7" enum="FillMode">
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</constant>
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<constant name="FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE" value="8" enum="FillMode">
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</constant>
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</constants>
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</class>
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