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@@ -5,8 +5,8 @@
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</brief_description>
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<description>
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[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.
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- The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
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See also [BaseButton] which contains common properties and methods associated with this node.
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+ [b]Note:[/b] Setting a texture for the "normal" state ([member texture_normal]) is recommended. If [member texture_normal] is not set, the [TextureButton] will still receive input events and be clickable, but the user will not be able to see it unless they activate another one of its states with a texture assigned (e.g., hover over it to show [member texture_hover]).
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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/2755</link>
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@@ -28,19 +28,19 @@
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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.
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</member>
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<member name="texture_disabled" type="Texture2D" setter="set_texture_disabled" getter="get_texture_disabled">
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- Texture to display when the node is disabled. See [member BaseButton.disabled].
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+ Texture to display when the node is disabled. See [member BaseButton.disabled]. If not assigned, the [TextureButton] displays [member texture_normal] instead.
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</member>
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<member name="texture_focused" type="Texture2D" setter="set_texture_focused" getter="get_texture_focused">
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- 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.
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+ Texture to [i]overlay on the base texture[/i] when the node has mouse or keyboard focus. Because [member texture_focused] is displayed on top of the base texture, 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.
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</member>
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<member name="texture_hover" type="Texture2D" setter="set_texture_hover" getter="get_texture_hover">
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- Texture to display when the mouse hovers the node.
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+ Texture to display when the mouse hovers over the node. If not assigned, the [TextureButton] displays [member texture_normal] instead when hovered over.
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</member>
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<member name="texture_normal" type="Texture2D" setter="set_texture_normal" getter="get_texture_normal">
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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.
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</member>
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<member name="texture_pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed">
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- 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.
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+ 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. If not assigned, the [TextureButton] displays [member texture_hover] instead when pressed.
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</member>
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</members>
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<constants>
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