godot/doc/classes/TextureProgressBar.xml

113 lines
8.7 KiB
XML
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureProgressBar" inherits="Range" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Texture-based progress bar. Useful for loading screens and life or stamina bars.
</brief_description>
<description>
TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_stretch_margin" qualifiers="const">
<return type="int" />
<param index="0" name="margin" type="int" enum="Side" />
<description>
Returns the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties.
</description>
</method>
<method name="set_stretch_margin">
<return type="void" />
<param index="0" name="margin" type="int" enum="Side" />
<param index="1" name="value" type="int" />
<description>
Sets the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties.
</description>
</method>
</methods>
<members>
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
The fill direction. See [enum FillMode] for possible values.
</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false">
If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
</member>
<member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset" default="Vector2(0, 0)">
Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE].
</member>
<member name="radial_fill_degrees" type="float" setter="set_fill_degrees" getter="get_fill_degrees" default="360.0">
Upper limit for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]max_value[/code], the texture fills up to this angle.
See [member Range.value], [member Range.max_value].
</member>
<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0">
Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees].
</member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" is_bitfield="true" default="1" />
<member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
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. Only effective if [member nine_patch_stretch] is [code]true[/code].
</member>
<member name="stretch_margin_left" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The width of the 9-patch's left column. Only effective if [member nine_patch_stretch] is [code]true[/code].
</member>
<member name="stretch_margin_right" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The width of the 9-patch's right column. Only effective if [member nine_patch_stretch] is [code]true[/code].
</member>
<member name="stretch_margin_top" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The height of the 9-patch's top row. Only effective if [member nine_patch_stretch] is [code]true[/code].
</member>
<member name="texture_over" type="Texture2D" setter="set_over_texture" getter="get_over_texture">
[Texture2D] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
</member>
<member name="texture_progress" type="Texture2D" setter="set_progress_texture" getter="get_progress_texture">
[Texture2D] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
</member>
<member name="texture_progress_offset" type="Vector2" setter="set_texture_progress_offset" getter="get_texture_progress_offset" default="Vector2(0, 0)">
The offset of [member texture_progress]. Useful for [member texture_over] and [member texture_under] with fancy borders, to avoid transparent margins in your progress texture.
</member>
<member name="texture_under" type="Texture2D" setter="set_under_texture" getter="get_under_texture">
[Texture2D] that draws under the progress bar. The bar's background.
</member>
<member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over" default="Color(1, 1, 1, 1)" keywords="color, colour">
Multiplies the color of the bar's [member texture_over] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.
</member>
<member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress" default="Color(1, 1, 1, 1)" keywords="color, colour">
Multiplies the color of the bar's [member texture_progress] texture.
</member>
<member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under" default="Color(1, 1, 1, 1)" keywords="color, colour">
Multiplies the color of the bar's [member texture_under] texture.
</member>
</members>
<constants>
<constant name="FILL_LEFT_TO_RIGHT" value="0" enum="FillMode">
The [member texture_progress] fills from left to right.
</constant>
<constant name="FILL_RIGHT_TO_LEFT" value="1" enum="FillMode">
The [member texture_progress] fills from right to left.
</constant>
<constant name="FILL_TOP_TO_BOTTOM" value="2" enum="FillMode">
The [member texture_progress] fills from top to bottom.
</constant>
<constant name="FILL_BOTTOM_TO_TOP" value="3" enum="FillMode">
The [member texture_progress] fills from bottom to top.
</constant>
<constant name="FILL_CLOCKWISE" value="4" enum="FillMode">
Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
<constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode">
Turns the node into a radial bar. The [member texture_progress] fills counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
<constant name="FILL_BILINEAR_LEFT_AND_RIGHT" value="6" enum="FillMode">
The [member texture_progress] fills from the center, expanding both towards the left and the right.
</constant>
<constant name="FILL_BILINEAR_TOP_AND_BOTTOM" value="7" enum="FillMode">
The [member texture_progress] fills from the center, expanding both towards the top and the bottom.
</constant>
<constant name="FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE" value="8" enum="FillMode">
Turns the node into a radial bar. The [member texture_progress] fills radially from the center, expanding both clockwise and counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up.
</constant>
</constants>
</class>