class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeCanvasItemControlRange TextureProgressBar
Texture-based progress bar. Useful for loading screens and life or stamina bars.

TextureProgressBar works like ProgressBar, but uses up to 3 textures instead of Godot's Theme resource. It can be used to create horizontal, vertical and radial progress bars.

Enum FillMode<>():Enum

FILL_LEFT_TO_RIGHT = 0

The texture_progress fills from left to right.


FILL_RIGHT_TO_LEFT = 1

The texture_progress fills from right to left.


FILL_TOP_TO_BOTTOM = 2

The texture_progress fills from top to bottom.


FILL_BOTTOM_TO_TOP = 3

The texture_progress fills from bottom to top.


FILL_CLOCKWISE = 4

Turns the node into a radial bar. The texture_progress fills clockwise. See radial_center_offset, radial_initial_angle and radial_fill_degrees to control the way the bar fills up.


FILL_COUNTER_CLOCKWISE = 5

Turns the node into a radial bar. The texture_progress fills counterclockwise. See radial_center_offset, radial_initial_angle and radial_fill_degrees to control the way the bar fills up.


FILL_BILINEAR_LEFT_AND_RIGHT = 6

The texture_progress fills from the center, expanding both towards the left and the right.


FILL_BILINEAR_TOP_AND_BOTTOM = 7

The texture_progress fills from the center, expanding both towards the top and the bottom.


FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE = 8

Turns the node into a radial bar. The texture_progress fills radially from the center, expanding both clockwise and counterclockwise. See radial_center_offset, radial_initial_angle and radial_fill_degrees to control the way the bar fills up.

int fill_mode<>():int

The fill direction. See FillMode for possible values.

bool nine_patch_stretch<>():bool

If true, Godot treats the bar's textures like in NinePatchRect. Use the stretch_margin_* properties like stretch_margin_bottom to set up the nine patch's 3×3 grid. When using a radial fill_mode, this setting will only enable stretching for texture_progress, while texture_under and texture_over will be treated like in NinePatchRect.

Vector2 radial_center_offset<>():Vector2

Offsets texture_progress if fill_mode is FILL_CLOCKWISE, FILL_COUNTER_CLOCKWISE, or FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE.

Note: The effective radial center always stays within the texture_progress bounds. If you need to move it outside the texture's bounds, modify the texture_progress to contain additional empty space where needed.

float radial_fill_degrees<>():float

Upper limit for the fill of texture_progress if fill_mode is FILL_CLOCKWISE, FILL_COUNTER_CLOCKWISE, or FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE. When the node's value is equal to its max_value, the texture fills up to this angle.

See Range.value, Range.max_value.

float radial_initial_angle<>():float

Starting angle for the fill of texture_progress if fill_mode is FILL_CLOCKWISE, FILL_COUNTER_CLOCKWISE, or FILL_CLOCKWISE_AND_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 radial_fill_degrees.

Note: radial_initial_angle is wrapped between 0 and 360 degrees (inclusive).

int stretch_margin_bottom<>():int

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. Only effective if nine_patch_stretch is true.

int stretch_margin_left<>():int

The width of the 9-patch's left column. Only effective if nine_patch_stretch is true.

int stretch_margin_right<>():int

The width of the 9-patch's right column. Only effective if nine_patch_stretch is true.

int stretch_margin_top<>():int

The height of the 9-patch's top row. Only effective if nine_patch_stretch is true.

Texture2D texture_over<>():Texture2D

Texture2D that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of texture_progress.

Texture2D texture_progress<>():Texture2D

Texture2D that clips based on the node's value and 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 Range. See Range.value, Range.min_value, Range.max_value.

Vector2 texture_progress_offset<>():Vector2

The offset of texture_progress. Useful for texture_over and texture_under with fancy borders, to avoid transparent margins in your progress texture.

Texture2D texture_under<>():Texture2D

Texture2D that draws under the progress bar. The bar's background.

Color tint_over<>():Color

Multiplies the color of the bar's texture_over texture. The effect is similar to CanvasItem.modulate, except it only affects this specific texture instead of the entire node.

Color tint_progress<>():Color

Multiplies the color of the bar's texture_progress texture.

Color tint_under<>():Color

Multiplies the color of the bar's texture_under texture.

int get_stretch_margin<>( Side margin=, margin:Side=, ):int

Returns the stretch margin with the specified index. See stretch_margin_bottom and related properties.

void set_stretch_margin<>( Side margin=, margin:Side=, int value=, value:int=, ):void

Sets the stretch margin with the specified index. See stretch_margin_bottom and related properties.




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