Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
[TextureButton] 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 [Control]s.
The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
See also [BaseButton] which contains common properties and methods associated with this node.
https://godotengine.org/asset-library/asset/2755
If [code]true[/code], texture is flipped horizontally.
If [code]true[/code], texture is flipped vertically.
If [code]true[/code], the size of the texture won't be considered for minimum size calculation, so the [TextureButton] can be shrunk down past the texture size.
Controls the texture's behavior when you resize the node's bounding rectangle. See the [enum StretchMode] constants for available options.
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. [member texture_focused] is displayed [i]over[/i] the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
Texture to display when the mouse hovers the node.
Texture to display by default, when the node is [b]not[/b] in the disabled, hover or pressed state. This texture is still displayed in the focused state, with [member texture_focused] drawn on top.
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.