d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
75 lines
5.1 KiB
XML
75 lines
5.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TextureProgress" inherits="Range" category="Core" version="3.0-stable">
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<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>
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<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>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<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.
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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].
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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>
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</members>
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<constants>
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<constant name="FILL_LEFT_TO_RIGHT" value="0" enum="FillMode">
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The [member texture_progress] fills from left to right.
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</constant>
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<constant name="FILL_RIGHT_TO_LEFT" value="1" enum="FillMode">
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The [member texture_progress] fills from right to left.
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</constant>
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<constant name="FILL_TOP_TO_BOTTOM" value="2" enum="FillMode">
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The [member texture_progress] fills from top to bototm.
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</constant>
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<constant name="FILL_BOTTOM_TO_TOP" value="3" enum="FillMode">
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The [member texture_progress] fills from bottom to top.
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</constant>
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<constant name="FILL_CLOCKWISE" value="4" enum="FillMode">
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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>
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<constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode">
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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>
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</constants>
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</class>
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