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godot-docs/classes/class_texturebutton.rst
2020-01-21 09:28:25 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the TextureButton.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_TextureButton:
TextureButton
=============
**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
-----------------
Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
Properties
----------
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`expand<class_TextureButton_property_expand>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`StretchMode<enum_TextureButton_StretchMode>` | :ref:`stretch_mode<class_TextureButton_property_stretch_mode>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`BitMap<class_BitMap>` | :ref:`texture_click_mask<class_TextureButton_property_texture_click_mask>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture_disabled<class_TextureButton_property_texture_disabled>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture_focused<class_TextureButton_property_texture_focused>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture_hover<class_TextureButton_property_texture_hover>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture_normal<class_TextureButton_property_texture_normal>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture_pressed<class_TextureButton_property_texture_pressed>` |
+----------------------------------------------------+----------------------------------------------------------------------------+
Enumerations
------------
.. _enum_TextureButton_StretchMode:
.. _class_TextureButton_constant_STRETCH_SCALE:
.. _class_TextureButton_constant_STRETCH_TILE:
.. _class_TextureButton_constant_STRETCH_KEEP:
.. _class_TextureButton_constant_STRETCH_KEEP_CENTERED:
.. _class_TextureButton_constant_STRETCH_KEEP_ASPECT:
.. _class_TextureButton_constant_STRETCH_KEEP_ASPECT_CENTERED:
.. _class_TextureButton_constant_STRETCH_KEEP_ASPECT_COVERED:
enum **StretchMode**:
- **STRETCH_SCALE** = **0** --- Scale to fit the node's bounding rectangle.
- **STRETCH_TILE** = **1** --- Tile inside the node's bounding rectangle.
- **STRETCH_KEEP** = **2** --- The texture keeps its original size and stays in the bounding rectangle's top-left corner.
- **STRETCH_KEEP_CENTERED** = **3** --- The texture keeps its original size and stays centered in the node's bounding rectangle.
- **STRETCH_KEEP_ASPECT** = **4** --- Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
- **STRETCH_KEEP_ASPECT_CENTERED** = **5** --- Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
- **STRETCH_KEEP_ASPECT_COVERED** = **6** --- Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
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.
The Normal state's texture is required. Others are optional.
Property Descriptions
---------------------
.. _class_TextureButton_property_expand:
- :ref:`bool<class_bool>` **expand**
+----------+-------------------+
| *Setter* | set_expand(value) |
+----------+-------------------+
| *Getter* | get_expand() |
+----------+-------------------+
If ``true``, the texture stretches to the edges of the node's bounding rectangle using the :ref:`stretch_mode<class_TextureButton_property_stretch_mode>`. If ``false``, the texture will not scale with the node. Default value: ``false``.
----
.. _class_TextureButton_property_stretch_mode:
- :ref:`StretchMode<enum_TextureButton_StretchMode>` **stretch_mode**
+----------+-------------------------+
| *Setter* | set_stretch_mode(value) |
+----------+-------------------------+
| *Getter* | get_stretch_mode() |
+----------+-------------------------+
Controls the texture's behavior when you resize the node's bounding rectangle, **only if** :ref:`expand<class_TextureButton_property_expand>` is ``true``. Set it to one of the ``STRETCH_*`` constants. See the constants to learn more.
----
.. _class_TextureButton_property_texture_click_mask:
- :ref:`BitMap<class_BitMap>` **texture_click_mask**
+----------+-----------------------+
| *Setter* | set_click_mask(value) |
+----------+-----------------------+
| *Getter* | get_click_mask() |
+----------+-----------------------+
Pure black and white :ref:`BitMap<class_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_property_texture_disabled:
- :ref:`Texture<class_Texture>` **texture_disabled**
+----------+-----------------------------+
| *Setter* | set_disabled_texture(value) |
+----------+-----------------------------+
| *Getter* | get_disabled_texture() |
+----------+-----------------------------+
Texture to display when the node is disabled. See :ref:`BaseButton.disabled<class_BaseButton_property_disabled>`.
----
.. _class_TextureButton_property_texture_focused:
- :ref:`Texture<class_Texture>` **texture_focused**
+----------+----------------------------+
| *Setter* | set_focused_texture(value) |
+----------+----------------------------+
| *Getter* | get_focused_texture() |
+----------+----------------------------+
Texture to display when the node has mouse or keyboard focus.
----
.. _class_TextureButton_property_texture_hover:
- :ref:`Texture<class_Texture>` **texture_hover**
+----------+--------------------------+
| *Setter* | set_hover_texture(value) |
+----------+--------------------------+
| *Getter* | get_hover_texture() |
+----------+--------------------------+
Texture to display when the mouse hovers the node.
----
.. _class_TextureButton_property_texture_normal:
- :ref:`Texture<class_Texture>` **texture_normal**
+----------+---------------------------+
| *Setter* | set_normal_texture(value) |
+----------+---------------------------+
| *Getter* | get_normal_texture() |
+----------+---------------------------+
Texture to display by default, when the node is **not** in the disabled, focused, hover or pressed state.
----
.. _class_TextureButton_property_texture_pressed:
- :ref:`Texture<class_Texture>` **texture_pressed**
+----------+----------------------------+
| *Setter* | set_pressed_texture(value) |
+----------+----------------------------+
| *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 :ref:`BaseButton.shortcut<class_BaseButton_property_shortcut>` key.