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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "TextureProgress" inherits= "Range" category= "Core" version= "3.0.alpha.custom_build" >
<brief_description >
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Texture-based progress bar. Useful for loading screens and life or stamina bars.
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</brief_description>
<description >
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TextureProgress works like [ProgressBar] but it uses up to 3 textures instead of Godot's [Theme] resource. Works horizontally, vertically, and radially.
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</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "get_fill_degrees" >
<return type= "float" >
</return>
<description >
</description>
</method>
<method name= "get_fill_mode" >
<return type= "int" >
</return>
<description >
</description>
</method>
<method name= "get_nine_patch_stretch" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
Returns true if textures are stretched as nine-patches or false otherwise.
</description>
</method>
<method name= "get_over_texture" qualifiers= "const" >
<return type= "Texture" >
</return>
<description >
</description>
</method>
<method name= "get_progress_texture" qualifiers= "const" >
<return type= "Texture" >
</return>
<description >
</description>
</method>
<method name= "get_radial_center_offset" >
<return type= "Vector2" >
</return>
<description >
</description>
</method>
<method name= "get_radial_initial_angle" >
<return type= "float" >
</return>
<description >
</description>
</method>
<method name= "get_stretch_margin" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "margin" type= "int" enum= "Margin" >
</argument>
<description >
Return nine-patch texture offset for a given margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM).
</description>
</method>
<method name= "get_under_texture" qualifiers= "const" >
<return type= "Texture" >
</return>
<description >
</description>
</method>
<method name= "set_fill_degrees" >
<return type= "void" >
</return>
<argument index= "0" name= "mode" type= "float" >
</argument>
<description >
</description>
</method>
<method name= "set_fill_mode" >
<return type= "void" >
</return>
<argument index= "0" name= "mode" type= "int" >
</argument>
<description >
</description>
</method>
<method name= "set_nine_patch_stretch" >
<return type= "void" >
</return>
<argument index= "0" name= "stretch" type= "bool" >
</argument>
<description >
Set if textures should be stretched as nine-patches.
</description>
</method>
<method name= "set_over_texture" >
<return type= "void" >
</return>
<argument index= "0" name= "tex" type= "Texture" >
</argument>
<description >
</description>
</method>
<method name= "set_progress_texture" >
<return type= "void" >
</return>
<argument index= "0" name= "tex" type= "Texture" >
</argument>
<description >
</description>
</method>
<method name= "set_radial_center_offset" >
<return type= "void" >
</return>
<argument index= "0" name= "mode" type= "Vector2" >
</argument>
<description >
</description>
</method>
<method name= "set_radial_initial_angle" >
<return type= "void" >
</return>
<argument index= "0" name= "mode" type= "float" >
</argument>
<description >
</description>
</method>
<method name= "set_stretch_margin" >
<return type= "void" >
</return>
<argument index= "0" name= "margin" type= "int" enum= "Margin" >
</argument>
<argument index= "1" name= "value" type= "int" >
</argument>
<description >
Set nine-patch texture offset for a given margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM).
</description>
</method>
<method name= "set_under_texture" >
<return type= "void" >
</return>
<argument index= "0" name= "tex" type= "Texture" >
</argument>
<description >
</description>
</method>
</methods>
<members >
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<member name= "fill_mode" type= "int" setter= "set_fill_mode" getter= "get_fill_mode" >
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The fill direction. Uses FILL_* constants.
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</member>
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<member name= "nine_patch_stretch" type= "bool" setter= "set_nine_patch_stretch" getter= "get_nine_patch_stretch" >
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If [code]true[/code] Godot treats the bar's textures like [NinePatchRect]. Use [code]stretch_margin_*[/code], like [member stretch_margin_bottom], to set up the nine patch's 3x3 grid. Default value: [code]false[/code].
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</member>
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<member name= "radial_center_offset" type= "Vector2" setter= "set_radial_center_offset" getter= "get_radial_center_offset" >
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Offsets [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code].
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</member>
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<member name= "radial_fill_degrees" type= "float" setter= "set_fill_degrees" getter= "get_fill_degrees" >
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Upper limit for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. 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].
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</member>
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<member name= "radial_initial_angle" type= "float" setter= "set_radial_initial_angle" getter= "get_radial_initial_angle" >
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Starting angle for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. 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].
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</member>
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<member name= "stretch_margin_bottom" type= "int" setter= "set_stretch_margin" getter= "get_stretch_margin" >
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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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</member>
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<member name= "stretch_margin_left" type= "int" setter= "set_stretch_margin" getter= "get_stretch_margin" >
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The width of the 9-patch's left column.
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</member>
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<member name= "stretch_margin_right" type= "int" setter= "set_stretch_margin" getter= "get_stretch_margin" >
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The width of the 9-patch's right column.
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</member>
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<member name= "stretch_margin_top" type= "int" setter= "set_stretch_margin" getter= "get_stretch_margin" >
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The height of the 9-patch's top row.
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</member>
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<member name= "texture_over" type= "Texture" setter= "set_over_texture" getter= "get_over_texture" >
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[Texture] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
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</member>
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<member name= "texture_progress" type= "Texture" setter= "set_progress_texture" getter= "get_progress_texture" >
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[Texture] 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].
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</member>
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<member name= "texture_under" type= "Texture" setter= "set_under_texture" getter= "get_under_texture" >
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[Texture] that draws under the progress bar. The bar's background.
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</member>
</members>
<constants >
<constant name= "FILL_LEFT_TO_RIGHT" value= "0" >
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The [member texture_progress] fills from left to right.
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</constant>
<constant name= "FILL_RIGHT_TO_LEFT" value= "1" >
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The [member texture_progress] fills from right to left.
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</constant>
<constant name= "FILL_TOP_TO_BOTTOM" value= "2" >
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The [member texture_progress] fills from top to bototm.
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</constant>
<constant name= "FILL_BOTTOM_TO_TOP" value= "3" >
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The [member texture_progress] fills from bottom to top.
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</constant>
<constant name= "FILL_CLOCKWISE" value= "4" >
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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 refine its behavior.
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</constant>
<constant name= "FILL_COUNTER_CLOCKWISE" value= "5" >
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Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
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</constant>
</constants>
</class>