godot/doc/classes/TextureProgress.xml
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureProgress" inherits="Range" version="4.0">
<brief_description>
Texture-based progress bar. Useful for loading screens and life or stamina bars.
</brief_description>
<description>
TextureProgress works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_stretch_margin" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="margin" type="int" enum="Margin">
</argument>
<description>
</description>
</method>
<method name="set_stretch_margin">
<return type="void">
</return>
<argument index="0" name="margin" type="int" enum="Margin">
</argument>
<argument index="1" name="value" type="int">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
The fill direction. See [enum FillMode] for possible values.
</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="1" />
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false">
If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
</member>
<member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset" default="Vector2( 0, 0 )">
Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE].
</member>
<member name="radial_fill_degrees" type="float" setter="set_fill_degrees" getter="get_fill_degrees" default="360.0">
Upper limit for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]max_value[/code], the texture fills up to this angle.
See [member Range.value], [member Range.max_value].
</member>
<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0">
Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. 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].
</member>
<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
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.
</member>
<member name="stretch_margin_left" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The width of the 9-patch's left column.
</member>
<member name="stretch_margin_right" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The width of the 9-patch's right column.
</member>
<member name="stretch_margin_top" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The height of the 9-patch's top row.
</member>
<member name="texture_over" type="Texture2D" setter="set_over_texture" getter="get_over_texture">
[Texture2D] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
</member>
<member name="texture_progress" type="Texture2D" setter="set_progress_texture" getter="get_progress_texture">
[Texture2D] 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].
The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
</member>
<member name="texture_under" type="Texture2D" setter="set_under_texture" getter="get_under_texture">
[Texture2D] that draws under the progress bar. The bar's background.
</member>
<member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over" default="Color( 1, 1, 1, 1 )">
Multiplies the color of the bar's [code]texture_over[/code] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.
</member>
<member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress" default="Color( 1, 1, 1, 1 )">
Multiplies the color of the bar's [code]texture_progress[/code] texture.
</member>
<member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under" default="Color( 1, 1, 1, 1 )">
Multiplies the color of the bar's [code]texture_under[/code] texture.
</member>
</members>
<constants>
<constant name="FILL_LEFT_TO_RIGHT" value="0" enum="FillMode">
The [member texture_progress] fills from left to right.
</constant>
<constant name="FILL_RIGHT_TO_LEFT" value="1" enum="FillMode">
The [member texture_progress] fills from right to left.
</constant>
<constant name="FILL_TOP_TO_BOTTOM" value="2" enum="FillMode">
The [member texture_progress] fills from top to bottom.
</constant>
<constant name="FILL_BOTTOM_TO_TOP" value="3" enum="FillMode">
The [member texture_progress] fills from bottom to top.
</constant>
<constant name="FILL_CLOCKWISE" value="4" enum="FillMode">
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 control the way the bar fills up.
</constant>
<constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode">
Turns the node into a radial bar. The [member texture_progress] fills counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
<constant name="FILL_BILINEAR_LEFT_AND_RIGHT" value="6" enum="FillMode">
The [member texture_progress] fills from the center, expanding both towards the left and the right.
</constant>
<constant name="FILL_BILINEAR_TOP_AND_BOTTOM" value="7" enum="FillMode">
The [member texture_progress] fills from the center, expanding both towards the top and the bottom.
</constant>
<constant name="FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE" value="8" enum="FillMode">
Turns the node into a radial bar. The [member texture_progress] fills radially from the center, expanding both clockwise and counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
</constants>
</class>