From f50bac71dfa5a26ea9a6f3f513fce2a8fe8c0e4e Mon Sep 17 00:00:00 2001 From: Nathan Date: Sat, 7 Oct 2017 09:09:21 +0200 Subject: [PATCH] [DOCS] Write TextureButton, review and finish TextureProgress --- doc/classes/TextureButton.xml | 21 +++++++++++++++++--- doc/classes/TextureProgress.xml | 34 ++++++++++++++++++++------------- 2 files changed, 39 insertions(+), 16 deletions(-) diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index e4f00555b3b..8e51548c106 100644 --- a/doc/classes/TextureButton.xml +++ b/doc/classes/TextureButton.xml @@ -1,11 +1,11 @@ - Button that can be themed with textures. + Texture-based button. Supports Pressed, Hover, Disabled and Focused states. - Button that can be themed with textures. This is like a regular [Button] but can be themed by assigning textures to it. This button is intended to be easy to theme, however a regular button can expand (that uses styleboxes) and still be better if the interface is expect to have internationalization of texts. - Only the normal texture is required, the others are optional. + [code]TextureButton[/code] 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 Controls. + The Normal state's texture is required. Others are optional. @@ -127,36 +127,51 @@ + 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. Default value: [code]false[/code]. + 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. + 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. + Texture to display when the node is disabled. See [member BaseButton.disabled]. + Texture to display when the node has mouse or keyboard focus. + Texture to display when the mouse hovers the node. + Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state. + 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. + Scale to fit the node's bounding rectangle. + Tile inside the node's bounding rectangle. + The texture keeps its original size and stays in the bounding rectangle's top-left corner. + The texture keeps its original size and stays centered in the node's bounding rectangle. + Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio. + Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio. + Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits. diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml index 0a6ffcdeb87..f8165753c6f 100644 --- a/doc/classes/TextureProgress.xml +++ b/doc/classes/TextureProgress.xml @@ -1,10 +1,10 @@ - Textured progress bar. + Texture-based progress bar. Useful for loading screens and life or stamina bars. - A [ProgressBar] that uses textures to display fill percentage. Can be set to linear or radial mode. + TextureProgress works like [ProgressBar] but it uses up to 3 textures instead of Godot's [Theme] resource. Works horizontally, vertically, and radially. @@ -151,51 +151,59 @@ The fill direction. Uses FILL_* constants. - If [code]true[/code] textures will be stretched as [NinePatchRect]. Uses [code]stretch_margin[/code] properties (see below). Default value: [code]false[/code] + 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]. - The offset amount for radial mode. + Offsets [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. - The amount of the texture to use for radial mode. + 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. + See [member Range.value], [member Range.max_value]. - Start angle for radial mode. + 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]. - Nine-patch texture offset for bottom margin. + 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. - Nine-patch texture offset for left margin. + The width of the 9-patch's left column. - Nine-patch texture offset for right margin. + The width of the 9-patch's right column. - Nine-patch texture offset for top margin. + The height of the 9-patch's top row. - The [Texture] that will be drawn over the progress bar. + [Texture] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress]. - The [Texture] used to display [code]value[/code]. + [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]. + The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value]. - The [Texture] that will be drawn under the progress bar. + [Texture] that draws under the progress bar. The bar's background. + The [member texture_progress] fills from left to right. + The [member texture_progress] fills from right to left. + The [member texture_progress] fills from top to bototm. + The [member texture_progress] fills from bottom to top. + 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. + 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.