[DOCS] Write TextureButton, review and finish TextureProgress

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Nathan 2017-10-07 09:09:21 +02:00
parent 195b12212d
commit f50bac71df
2 changed files with 39 additions and 16 deletions

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureButton" inherits="BaseButton" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Button that can be themed with textures.
Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
</brief_description>
<description>
Button that can be themed with textures. This is like a regular [Button] but can be themed by assigning textures to it. This button is intended to be easy to theme, however a regular button can expand (that uses styleboxes) and still be better if the interface is expect to have internationalization of texts.
Only the normal texture is required, the others are optional.
[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>
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</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">
Scale to fit the node's bounding rectangle.
</constant>
<constant name="STRETCH_TILE" value="1">
Tile inside the node's bounding rectangle.
</constant>
<constant name="STRETCH_KEEP" value="2">
The texture keeps its original size and stays in the bounding rectangle's top-left corner.
</constant>
<constant name="STRETCH_KEEP_CENTERED" value="3">
The texture keeps its original size and stays centered in the node's bounding rectangle.
</constant>
<constant name="STRETCH_KEEP_ASPECT" value="4">
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">
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">
Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
</constant>
</constants>
</class>