Class reference
TextureButton
Inherits BaseButton
Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
Description
TextureButton has the same functionality as Button, except it uses sprites instead of Redot's Theme resource. It is faster to create, but it doesn't support localization like more complex Controls. See also BaseButton which contains common properties and methods associated with this node. Note: Setting a texture for the "normal" state (texture_normal) is recommended. If 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 texture_hover).
Properties
bool flip_h = false
bool flip_h = falseIf true, texture is flipped horizontally.
bool flip_v = false
bool flip_v = falseIf true, texture is flipped vertically.
bool ignore_texture_size = false
bool ignore_texture_size = falseIf true, the size of the texture won't be considered for minimum size calculation, so the TextureButton can be shrunk down past the texture size.
int stretch_mode = 2
int stretch_mode = 2Controls the texture's behavior when you resize the node's bounding rectangle. See the StretchMode constants for available options.
BitMap texture_click_mask
BitMap texture_click_maskPure 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.
Texture2D texture_disabled
Texture2D texture_disabledTexture to display when the node is disabled. See BaseButton.disabled. If not assigned, the TextureButton displays texture_normal instead.
Texture2D texture_focused
Texture2D texture_focusedTexture to overlay on the base texture when the node has mouse or keyboard focus. Because 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.
Texture2D texture_hover
Texture2D texture_hoverTexture to display when the mouse hovers over the node. If not assigned, the TextureButton displays texture_normal instead when hovered over.
Texture2D texture_normal
Texture2D texture_normalTexture to display by default, when the node is not in the disabled, hover or pressed state. This texture is still displayed in the focused state, with texture_focused drawn on top.
Texture2D texture_pressed
Texture2D texture_pressedTexture 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 BaseButton.shortcut key. If not assigned, the TextureButton displays texture_hover instead when pressed.
Constants
STRETCH_SCALE = 0
Scale to fit the node's bounding rectangle.
STRETCH_TILE = 1
Tile inside the node's bounding rectangle.
STRETCH_KEEP = 2
The texture keeps its original size and stays in the bounding rectangle's top-left corner.
STRETCH_KEEP_CENTERED = 3
The texture keeps its original size and stays centered in the node's bounding rectangle.
STRETCH_KEEP_ASPECT = 4
Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
STRETCH_KEEP_ASPECT_CENTERED = 5
Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
STRETCH_KEEP_ASPECT_COVERED = 6
Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.