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319 lines
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ReStructuredText
319 lines
15 KiB
ReStructuredText
:github_url: hide
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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the TextureProgress.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_TextureProgress:
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TextureProgress
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===============
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**Inherits:** :ref:`Range<class_Range>` **<** :ref:`Control<class_Control>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**Category:** Core
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Brief Description
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-----------------
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Texture-based progress bar. Useful for loading screens and life or stamina bars.
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Properties
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----------
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`fill_mode<class_TextureProgress_property_fill_mode>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`nine_patch_stretch<class_TextureProgress_property_nine_patch_stretch>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`radial_center_offset<class_TextureProgress_property_radial_center_offset>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`radial_fill_degrees<class_TextureProgress_property_radial_fill_degrees>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`radial_initial_angle<class_TextureProgress_property_radial_initial_angle>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`stretch_margin_bottom<class_TextureProgress_property_stretch_margin_bottom>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`stretch_margin_left<class_TextureProgress_property_stretch_margin_left>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`stretch_margin_right<class_TextureProgress_property_stretch_margin_right>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`stretch_margin_top<class_TextureProgress_property_stretch_margin_top>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`texture_over<class_TextureProgress_property_texture_over>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`texture_progress<class_TextureProgress_property_texture_progress>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`texture_under<class_TextureProgress_property_texture_under>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`Color<class_Color>` | :ref:`tint_over<class_TextureProgress_property_tint_over>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`Color<class_Color>` | :ref:`tint_progress<class_TextureProgress_property_tint_progress>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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| :ref:`Color<class_Color>` | :ref:`tint_under<class_TextureProgress_property_tint_under>` |
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+-------------------------------+------------------------------------------------------------------------------------+
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Enumerations
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------------
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.. _enum_TextureProgress_FillMode:
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.. _class_TextureProgress_constant_FILL_LEFT_TO_RIGHT:
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.. _class_TextureProgress_constant_FILL_RIGHT_TO_LEFT:
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.. _class_TextureProgress_constant_FILL_TOP_TO_BOTTOM:
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.. _class_TextureProgress_constant_FILL_BOTTOM_TO_TOP:
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.. _class_TextureProgress_constant_FILL_CLOCKWISE:
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.. _class_TextureProgress_constant_FILL_COUNTER_CLOCKWISE:
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.. _class_TextureProgress_constant_FILL_BILINEAR_LEFT_AND_RIGHT:
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.. _class_TextureProgress_constant_FILL_BILINEAR_TOP_AND_BOTTOM:
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.. _class_TextureProgress_constant_FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE:
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enum **FillMode**:
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- **FILL_LEFT_TO_RIGHT** = **0** --- The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills from left to right.
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- **FILL_RIGHT_TO_LEFT** = **1** --- The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills from right to left.
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- **FILL_TOP_TO_BOTTOM** = **2** --- The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills from top to bototm.
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- **FILL_BOTTOM_TO_TOP** = **3** --- The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills from bottom to top.
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- **FILL_CLOCKWISE** = **4** --- Turns the node into a radial bar. The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills clockwise. See :ref:`radial_center_offset<class_TextureProgress_property_radial_center_offset>`, :ref:`radial_initial_angle<class_TextureProgress_property_radial_initial_angle>` and :ref:`radial_fill_degrees<class_TextureProgress_property_radial_fill_degrees>` to control the way the bar fills up.
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- **FILL_COUNTER_CLOCKWISE** = **5** --- Turns the node into a radial bar. The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills counter-clockwise. See :ref:`radial_center_offset<class_TextureProgress_property_radial_center_offset>`, :ref:`radial_initial_angle<class_TextureProgress_property_radial_initial_angle>` and :ref:`radial_fill_degrees<class_TextureProgress_property_radial_fill_degrees>` to control the way the bar fills up.
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- **FILL_BILINEAR_LEFT_AND_RIGHT** = **6** --- The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills from the center, expanding both towards the left and the right.
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- **FILL_BILINEAR_TOP_AND_BOTTOM** = **7** --- The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills from the center, expanding both towards the top and the bottom.
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- **FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE** = **8** --- Turns the node into a radial bar. The :ref:`texture_progress<class_TextureProgress_property_texture_progress>` fills radially from the center, expanding both clockwise and counter-clockwise. See :ref:`radial_center_offset<class_TextureProgress_property_radial_center_offset>`, :ref:`radial_initial_angle<class_TextureProgress_property_radial_initial_angle>` and :ref:`radial_fill_degrees<class_TextureProgress_property_radial_fill_degrees>` to control the way the bar fills up.
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Description
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-----------
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TextureProgress works like :ref:`ProgressBar<class_ProgressBar>` but it uses up to 3 textures instead of Godot's :ref:`Theme<class_Theme>` resource. Works horizontally, vertically, and radially.
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Property Descriptions
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---------------------
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.. _class_TextureProgress_property_fill_mode:
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- :ref:`int<class_int>` **fill_mode**
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+----------+----------------------+
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| *Setter* | set_fill_mode(value) |
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+----------+----------------------+
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| *Getter* | get_fill_mode() |
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+----------+----------------------+
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The fill direction. Uses FILL\_\* constants.
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----
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.. _class_TextureProgress_property_nine_patch_stretch:
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- :ref:`bool<class_bool>` **nine_patch_stretch**
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+----------+-------------------------------+
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| *Setter* | set_nine_patch_stretch(value) |
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+----------+-------------------------------+
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| *Getter* | get_nine_patch_stretch() |
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+----------+-------------------------------+
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If ``true``, Godot treats the bar's textures like :ref:`NinePatchRect<class_NinePatchRect>`. Use ``stretch_margin_*``, like :ref:`stretch_margin_bottom<class_TextureProgress_property_stretch_margin_bottom>`, to set up the nine patch's 3x3 grid. Default value: ``false``.
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----
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.. _class_TextureProgress_property_radial_center_offset:
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- :ref:`Vector2<class_Vector2>` **radial_center_offset**
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+----------+---------------------------------+
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| *Setter* | set_radial_center_offset(value) |
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+----------+---------------------------------+
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| *Getter* | get_radial_center_offset() |
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+----------+---------------------------------+
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Offsets :ref:`texture_progress<class_TextureProgress_property_texture_progress>` if :ref:`fill_mode<class_TextureProgress_property_fill_mode>` is :ref:`FILL_CLOCKWISE<class_TextureProgress_constant_FILL_CLOCKWISE>` or :ref:`FILL_COUNTER_CLOCKWISE<class_TextureProgress_constant_FILL_COUNTER_CLOCKWISE>`.
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----
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.. _class_TextureProgress_property_radial_fill_degrees:
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- :ref:`float<class_float>` **radial_fill_degrees**
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+----------+-------------------------+
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| *Setter* | set_fill_degrees(value) |
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+----------+-------------------------+
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| *Getter* | get_fill_degrees() |
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+----------+-------------------------+
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Upper limit for the fill of :ref:`texture_progress<class_TextureProgress_property_texture_progress>` if :ref:`fill_mode<class_TextureProgress_property_fill_mode>` is :ref:`FILL_CLOCKWISE<class_TextureProgress_constant_FILL_CLOCKWISE>` or :ref:`FILL_COUNTER_CLOCKWISE<class_TextureProgress_constant_FILL_COUNTER_CLOCKWISE>`. When the node's ``value`` is equal to its ``max_value``, the texture fills up to this angle.
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See :ref:`Range.value<class_Range_property_value>`, :ref:`Range.max_value<class_Range_property_max_value>`.
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----
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.. _class_TextureProgress_property_radial_initial_angle:
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- :ref:`float<class_float>` **radial_initial_angle**
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+----------+---------------------------------+
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| *Setter* | set_radial_initial_angle(value) |
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+----------+---------------------------------+
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| *Getter* | get_radial_initial_angle() |
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+----------+---------------------------------+
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Starting angle for the fill of :ref:`texture_progress<class_TextureProgress_property_texture_progress>` if :ref:`fill_mode<class_TextureProgress_property_fill_mode>` is :ref:`FILL_CLOCKWISE<class_TextureProgress_constant_FILL_CLOCKWISE>` or :ref:`FILL_COUNTER_CLOCKWISE<class_TextureProgress_constant_FILL_COUNTER_CLOCKWISE>`. When the node's ``value`` is equal to its ``min_value``, the texture doesn't show up at all. When the ``value`` increases, the texture fills and tends towards :ref:`radial_fill_degrees<class_TextureProgress_property_radial_fill_degrees>`.
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----
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.. _class_TextureProgress_property_stretch_margin_bottom:
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- :ref:`int<class_int>` **stretch_margin_bottom**
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+----------+---------------------------+
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| *Setter* | set_stretch_margin(value) |
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+----------+---------------------------+
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| *Getter* | get_stretch_margin() |
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+----------+---------------------------+
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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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----
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.. _class_TextureProgress_property_stretch_margin_left:
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- :ref:`int<class_int>` **stretch_margin_left**
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+----------+---------------------------+
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| *Setter* | set_stretch_margin(value) |
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+----------+---------------------------+
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| *Getter* | get_stretch_margin() |
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+----------+---------------------------+
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The width of the 9-patch's left column.
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----
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.. _class_TextureProgress_property_stretch_margin_right:
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- :ref:`int<class_int>` **stretch_margin_right**
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+----------+---------------------------+
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| *Setter* | set_stretch_margin(value) |
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+----------+---------------------------+
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| *Getter* | get_stretch_margin() |
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+----------+---------------------------+
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The width of the 9-patch's right column.
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----
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.. _class_TextureProgress_property_stretch_margin_top:
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- :ref:`int<class_int>` **stretch_margin_top**
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+----------+---------------------------+
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| *Setter* | set_stretch_margin(value) |
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+----------+---------------------------+
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| *Getter* | get_stretch_margin() |
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+----------+---------------------------+
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The height of the 9-patch's top row.
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----
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.. _class_TextureProgress_property_texture_over:
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- :ref:`Texture<class_Texture>` **texture_over**
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+----------+-------------------------+
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| *Setter* | set_over_texture(value) |
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+----------+-------------------------+
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| *Getter* | get_over_texture() |
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+----------+-------------------------+
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:ref:`Texture<class_Texture>` that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of :ref:`texture_progress<class_TextureProgress_property_texture_progress>`.
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----
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.. _class_TextureProgress_property_texture_progress:
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- :ref:`Texture<class_Texture>` **texture_progress**
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+----------+-----------------------------+
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| *Setter* | set_progress_texture(value) |
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+----------+-----------------------------+
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| *Getter* | get_progress_texture() |
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+----------+-----------------------------+
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:ref:`Texture<class_Texture>` that clips based on the node's ``value`` and :ref:`fill_mode<class_TextureProgress_property_fill_mode>`. As ``value`` increased, the texture fills up. It shows entirely when ``value`` reaches ``max_value``. It doesn't show at all if ``value`` is equal to ``min_value``.
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The ``value`` property comes from :ref:`Range<class_Range>`. See :ref:`Range.value<class_Range_property_value>`, :ref:`Range.min_value<class_Range_property_min_value>`, :ref:`Range.max_value<class_Range_property_max_value>`.
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----
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.. _class_TextureProgress_property_texture_under:
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- :ref:`Texture<class_Texture>` **texture_under**
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+----------+--------------------------+
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| *Setter* | set_under_texture(value) |
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+----------+--------------------------+
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| *Getter* | get_under_texture() |
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+----------+--------------------------+
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:ref:`Texture<class_Texture>` that draws under the progress bar. The bar's background.
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----
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.. _class_TextureProgress_property_tint_over:
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- :ref:`Color<class_Color>` **tint_over**
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+----------+----------------------+
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| *Setter* | set_tint_over(value) |
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+----------+----------------------+
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| *Getter* | get_tint_over() |
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+----------+----------------------+
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Multiplies the color of the bar's ``texture_over`` texture. The effect is similar to :ref:`CanvasItem.modulate<class_CanvasItem_property_modulate>`, except it only affects this specific texture instead of the entire node.
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----
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.. _class_TextureProgress_property_tint_progress:
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- :ref:`Color<class_Color>` **tint_progress**
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+----------+--------------------------+
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| *Setter* | set_tint_progress(value) |
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+----------+--------------------------+
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| *Getter* | get_tint_progress() |
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+----------+--------------------------+
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Multiplies the color of the bar's ``texture_progress`` texture.
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----
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.. _class_TextureProgress_property_tint_under:
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- :ref:`Color<class_Color>` **tint_under**
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+----------+-----------------------+
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| *Setter* | set_tint_under(value) |
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+----------+-----------------------+
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| *Getter* | get_tint_under() |
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+----------+-----------------------+
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Multiplies the color of the bar's ``texture_under`` texture.
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