classref: Fix links case and sync headers with editor

Output from godotengine/godot#22002.
This commit is contained in:
Rémi Verschelde
2018-09-13 01:56:41 +02:00
parent 942b6d3ac1
commit f9caa4be29
579 changed files with 16363 additions and 16329 deletions

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@@ -7,8 +7,7 @@
TextureButton
=============
**Inherits:** :ref:`BaseButton<class_basebutton>` **<** :ref:`Control<class_control>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
**Inherits:** :ref:`BaseButton<class_BaseButton>` **<** :ref:`Control<class_Control>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
@@ -16,44 +15,8 @@ Brief Description
Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
Member Variables
----------------
.. _class_TextureButton_expand:
- :ref:`bool<class_bool>` **expand** - If ``true`` the texture stretches to the edges of the node's bounding rectangle using the :ref:`stretch_mode<class_TextureButton_stretch_mode>`. If ``false`` the texture will not scale with the node. Default value: ``false``.
.. _class_TextureButton_stretch_mode:
- :ref:`StretchMode<enum_texturebutton_stretchmode>` **stretch_mode** - Controls the texture's behavior when you resize the node's bounding rectangle, **only if** :ref:`expand<class_TextureButton_expand>` is ``true``. Set it to one of the ``STRETCH_*`` constants. See the constants to learn more.
.. _class_TextureButton_texture_click_mask:
- :ref:`BitMap<class_bitmap>` **texture_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.
.. _class_TextureButton_texture_disabled:
- :ref:`Texture<class_texture>` **texture_disabled** - Texture to display when the node is disabled. See :ref:`BaseButton.disabled<class_BaseButton_disabled>`.
.. _class_TextureButton_texture_focused:
- :ref:`Texture<class_texture>` **texture_focused** - Texture to display when the node has mouse or keyboard focus.
.. _class_TextureButton_texture_hover:
- :ref:`Texture<class_texture>` **texture_hover** - Texture to display when the mouse hovers the node.
.. _class_TextureButton_texture_normal:
- :ref:`Texture<class_texture>` **texture_normal** - Texture to display by default, when the node is **not** in the disabled, focused, hover or pressed state.
.. _class_TextureButton_texture_pressed:
- :ref:`Texture<class_texture>` **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 :ref:`BaseButton.shortcut<class_BaseButton_shortcut>` key.
Enums
-----
Enumerations
------------
.. _enum_TextureButton_StretchMode:
@@ -71,7 +34,43 @@ enum **StretchMode**
Description
-----------
``TextureButton`` has the same functionality as :ref:`Button<class_button>`, except it uses sprites instead of Godot's :ref:`Theme<class_theme>` resource. It is faster to create, but it doesn't support localization like more complex Controls.
``TextureButton`` has the same functionality as :ref:`Button<class_Button>`, except it uses sprites instead of Godot's :ref:`Theme<class_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.
Property Descriptions
---------------------
.. _class_TextureButton_expand:
- :ref:`bool<class_bool>` **expand** - If ``true`` the texture stretches to the edges of the node's bounding rectangle using the :ref:`stretch_mode<class_TextureButton_stretch_mode>`. If ``false`` the texture will not scale with the node. Default value: ``false``.
.. _class_TextureButton_stretch_mode:
- :ref:`StretchMode<enum_TextureButton_StretchMode>` **stretch_mode** - Controls the texture's behavior when you resize the node's bounding rectangle, **only if** :ref:`expand<class_TextureButton_expand>` is ``true``. Set it to one of the ``STRETCH_*`` constants. See the constants to learn more.
.. _class_TextureButton_texture_click_mask:
- :ref:`BitMap<class_BitMap>` **texture_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.
.. _class_TextureButton_texture_disabled:
- :ref:`Texture<class_Texture>` **texture_disabled** - Texture to display when the node is disabled. See :ref:`BaseButton.disabled<class_BaseButton_disabled>`.
.. _class_TextureButton_texture_focused:
- :ref:`Texture<class_Texture>` **texture_focused** - Texture to display when the node has mouse or keyboard focus.
.. _class_TextureButton_texture_hover:
- :ref:`Texture<class_Texture>` **texture_hover** - Texture to display when the mouse hovers the node.
.. _class_TextureButton_texture_normal:
- :ref:`Texture<class_Texture>` **texture_normal** - Texture to display by default, when the node is **not** in the disabled, focused, hover or pressed state.
.. _class_TextureButton_texture_pressed:
- :ref:`Texture<class_Texture>` **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 :ref:`BaseButton.shortcut<class_BaseButton_shortcut>` key.