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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "TextureButton" inherits= "BaseButton" category= "Core" version= "3.2" >
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<brief_description >
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Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
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</brief_description>
<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.
The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
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</description>
<tutorials >
</tutorials>
<methods >
</methods>
<members >
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<member name= "expand" type= "bool" setter= "set_expand" getter= "get_expand" default= "false" >
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If [code]true[/code], the texture stretches to the edges of the node's bounding rectangle using the [member stretch_mode]. If [code]false[/code], the texture will not scale with the node.
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</member>
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<member name= "stretch_mode" type= "int" setter= "set_stretch_mode" getter= "get_stretch_mode" enum= "TextureButton.StretchMode" default= "0" >
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Controls the texture's behavior when you resize the node's bounding rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to one of the [code]STRETCH_*[/code] constants. See the constants to learn more.
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</member>
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<member name= "texture_click_mask" type= "BitMap" setter= "set_click_mask" getter= "get_click_mask" default= "null" >
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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= "Texture" setter= "set_disabled_texture" getter= "get_disabled_texture" default= "null" >
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Texture to display when the node is disabled. See [member BaseButton.disabled].
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</member>
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<member name= "texture_focused" type= "Texture" setter= "set_focused_texture" getter= "get_focused_texture" default= "null" >
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Texture to display when the node has mouse or keyboard focus.
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</member>
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<member name= "texture_hover" type= "Texture" setter= "set_hover_texture" getter= "get_hover_texture" default= "null" >
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Texture to display when the mouse hovers the node.
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</member>
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<member name= "texture_normal" type= "Texture" setter= "set_normal_texture" getter= "get_normal_texture" default= "null" >
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Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state.
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</member>
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<member name= "texture_pressed" type= "Texture" setter= "set_pressed_texture" getter= "get_pressed_texture" default= "null" >
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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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</member>
</members>
<constants >
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<constant name= "STRETCH_SCALE" value= "0" 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= "1" 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= "2" 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= "3" 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= "4" 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= "5" 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= "6" 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>
</constants>
</class>