.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the TextureProgress.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_TextureProgress: TextureProgress =============== **Inherits:** :ref:`Range` **<** :ref:`Control` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- Texture-based progress bar. Useful for loading screens and life or stamina bars. Member Variables ---------------- .. _class_TextureProgress_fill_mode: - :ref:`int` **fill_mode** - The fill direction. Uses FILL\_\* constants. .. _class_TextureProgress_nine_patch_stretch: - :ref:`bool` **nine_patch_stretch** - If ``true`` Godot treats the bar's textures like :ref:`NinePatchRect`. Use ``stretch_margin_*``, like :ref:`stretch_margin_bottom`, to set up the nine patch's 3x3 grid. Default value: ``false``. .. _class_TextureProgress_radial_center_offset: - :ref:`Vector2` **radial_center_offset** - Offsets :ref:`texture_progress` if :ref:`fill_mode` is ``FILL_CLOCKWISE`` or ``FILL_COUNTER_CLOCKWISE``. .. _class_TextureProgress_radial_fill_degrees: - :ref:`float` **radial_fill_degrees** - Upper limit for the fill of :ref:`texture_progress` if :ref:`fill_mode` is ``FILL_CLOCKWISE`` or ``FILL_COUNTER_CLOCKWISE``. When the node's ``value`` is equal to its ``max_value``, the texture fills up to this angle. See :ref:`Range.value`, :ref:`Range.max_value`. .. _class_TextureProgress_radial_initial_angle: - :ref:`float` **radial_initial_angle** - Starting angle for the fill of :ref:`texture_progress` if :ref:`fill_mode` is ``FILL_CLOCKWISE`` or ``FILL_COUNTER_CLOCKWISE``. When the node's ``value`` is equal to its ``min_value``, the texture doesn't show up at all. When the ``value`` increases, the texture fills and tends towards :ref:`radial_fill_degrees`. .. _class_TextureProgress_stretch_margin_bottom: - :ref:`int` **stretch_margin_bottom** - 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. .. _class_TextureProgress_stretch_margin_left: - :ref:`int` **stretch_margin_left** - The width of the 9-patch's left column. .. _class_TextureProgress_stretch_margin_right: - :ref:`int` **stretch_margin_right** - The width of the 9-patch's right column. .. _class_TextureProgress_stretch_margin_top: - :ref:`int` **stretch_margin_top** - The height of the 9-patch's top row. .. _class_TextureProgress_texture_over: - :ref:`Texture` **texture_over** - :ref:`Texture` that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of :ref:`texture_progress`. .. _class_TextureProgress_texture_progress: - :ref:`Texture` **texture_progress** - :ref:`Texture` that clips based on the node's ``value`` and :ref:`fill_mode`. As ``value`` increased, the texture fills up. It shows entirely when ``value`` reaches ``max_value``. It doesn't show at all if ``value`` is equal to ``min_value``. The ``value`` property comes from :ref:`Range`. See :ref:`Range.value`, :ref:`Range.min_value`, :ref:`Range.max_value`. .. _class_TextureProgress_texture_under: - :ref:`Texture` **texture_under** - :ref:`Texture` that draws under the progress bar. The bar's background. Enums ----- .. _enum_TextureProgress_FillMode: enum **FillMode** - **FILL_LEFT_TO_RIGHT** = **0** --- The :ref:`texture_progress` fills from left to right. - **FILL_RIGHT_TO_LEFT** = **1** --- The :ref:`texture_progress` fills from right to left. - **FILL_TOP_TO_BOTTOM** = **2** --- The :ref:`texture_progress` fills from top to bototm. - **FILL_BOTTOM_TO_TOP** = **3** --- The :ref:`texture_progress` fills from bottom to top. - **FILL_CLOCKWISE** = **4** --- Turns the node into a radial bar. The :ref:`texture_progress` fills clockwise. See :ref:`radial_center_offset`, :ref:`radial_initial_angle` and :ref:`radial_fill_degrees` to refine its behavior. - **FILL_COUNTER_CLOCKWISE** = **5** --- Turns the node into a radial bar. The :ref:`texture_progress` fills counter-clockwise. See :ref:`radial_center_offset`, :ref:`radial_initial_angle` and :ref:`radial_fill_degrees` to refine its behavior. Description ----------- TextureProgress works like :ref:`ProgressBar` but it uses up to 3 textures instead of Godot's :ref:`Theme` resource. Works horizontally, vertically, and radially.