diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml
index e4f00555b3b..8e51548c106 100644
--- a/doc/classes/TextureButton.xml
+++ b/doc/classes/TextureButton.xml
@@ -1,11 +1,11 @@
- Button that can be themed with textures.
+ Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
- 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.
@@ -127,36 +127,51 @@
+ 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].
+ 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.
+ 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.
+ Texture to display when the node is disabled. See [member BaseButton.disabled].
+ Texture to display when the node has mouse or keyboard focus.
+ Texture to display when the mouse hovers the node.
+ Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state.
+ 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.
+ Scale to fit the node's bounding rectangle.
+ Tile inside the node's bounding rectangle.
+ The texture keeps its original size and stays in the bounding rectangle's top-left corner.
+ The texture keeps its original size and stays centered in the node's bounding rectangle.
+ Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
+ Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
+ Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml
index 0a6ffcdeb87..f8165753c6f 100644
--- a/doc/classes/TextureProgress.xml
+++ b/doc/classes/TextureProgress.xml
@@ -1,10 +1,10 @@
- Textured progress bar.
+ Texture-based progress bar. Useful for loading screens and life or stamina bars.
- A [ProgressBar] that uses textures to display fill percentage. Can be set to linear or radial mode.
+ TextureProgress works like [ProgressBar] but it uses up to 3 textures instead of Godot's [Theme] resource. Works horizontally, vertically, and radially.
@@ -151,51 +151,59 @@
The fill direction. Uses FILL_* constants.
- If [code]true[/code] textures will be stretched as [NinePatchRect]. Uses [code]stretch_margin[/code] properties (see below). Default value: [code]false[/code]
+ 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].
- The offset amount for radial mode.
+ Offsets [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code].
- The amount of the texture to use for radial mode.
+ 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].
- Start angle for radial mode.
+ 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].
- Nine-patch texture offset for bottom margin.
+ 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.
- Nine-patch texture offset for left margin.
+ The width of the 9-patch's left column.
- Nine-patch texture offset for right margin.
+ The width of the 9-patch's right column.
- Nine-patch texture offset for top margin.
+ The height of the 9-patch's top row.
- The [Texture] that will be drawn over the progress bar.
+ [Texture] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
- The [Texture] used to display [code]value[/code].
+ [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].
- The [Texture] that will be drawn under the progress bar.
+ [Texture] that draws under the progress bar. The bar's background.
+ The [member texture_progress] fills from left to right.
+ The [member texture_progress] fills from right to left.
+ The [member texture_progress] fills from top to bototm.
+ The [member texture_progress] fills from bottom to top.
+ 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.
+ 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.