b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
59 lines
3.4 KiB
XML
59 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TextureRect" inherits="Control" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Control for drawing textures.
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</brief_description>
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<description>
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Used to draw icons and sprites in a user interface. The texture's placement can be controlled with the [member stretch_mode] property. It can scale, tile, or stay centered inside its bounding rectangle.
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[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to display a [ViewportTexture]. Alternatively, you can enable [member Viewport.render_target_v_flip] on the Viewport. Otherwise, the image will appear upside down.
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</description>
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<tutorials>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="expand" type="bool" setter="set_expand" getter="has_expand" default="false">
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If [code]true[/code], the texture scales to fit its bounding rectangle.
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
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If [code]true[/code], texture is flipped vertically.
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</member>
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<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
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<member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureRect.StretchMode" default="0">
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Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode].
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</member>
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<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
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The node's [Texture] resource.
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</member>
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</members>
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<constants>
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<constant name="STRETCH_SCALE_ON_EXPAND" value="0" enum="StretchMode">
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Scale to fit the node's bounding rectangle, only if [code]expand[/code] is [code]true[/code]. Default [code]stretch_mode[/code], for backwards compatibility. Until you set [code]expand[/code] to [code]true[/code], the texture will behave like [constant STRETCH_KEEP].
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</constant>
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<constant name="STRETCH_SCALE" value="1" enum="StretchMode">
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Scale to fit the node's bounding rectangle.
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</constant>
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<constant name="STRETCH_TILE" value="2" enum="StretchMode">
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Tile inside the node's bounding rectangle.
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</constant>
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<constant name="STRETCH_KEEP" value="3" enum="StretchMode">
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The texture keeps its original size and stays in the bounding rectangle's top-left corner.
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</constant>
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<constant name="STRETCH_KEEP_CENTERED" value="4" enum="StretchMode">
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The texture keeps its original size and stays centered in the node's bounding rectangle.
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</constant>
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<constant name="STRETCH_KEEP_ASPECT" value="5" enum="StretchMode">
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Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
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</constant>
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<constant name="STRETCH_KEEP_ASPECT_CENTERED" value="6" enum="StretchMode">
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Scale the texture to fit the node's bounding rectangle, center it and maintain its aspect ratio.
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</constant>
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<constant name="STRETCH_KEEP_ASPECT_COVERED" value="7" enum="StretchMode">
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Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
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</constant>
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</constants>
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</class>
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