godot/doc/classes/TextureButton.xml
Rémi Verschelde 3fa77b3172 doc: Remove status from hardcoded version string
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-27 13:40:49 +01:00

66 lines
3.8 KiB
XML

<?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>