Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
TextureButton
Inherits: BaseButton < Control < CanvasItem < Node < Object
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).
Tutorials
Properties
|
||
|
||
|
||
|
||
Enumerations
enum StretchMode: 🔗
StretchMode STRETCH_SCALE = 0
Scale to fit the node's bounding rectangle.
StretchMode STRETCH_TILE = 1
Tile inside the node's bounding rectangle.
StretchMode STRETCH_KEEP = 2
The texture keeps its original size and stays in the bounding rectangle's top-left corner.
StretchMode STRETCH_KEEP_CENTERED = 3
The texture keeps its original size and stays centered in the node's bounding rectangle.
StretchMode STRETCH_KEEP_ASPECT = 4
Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
StretchMode STRETCH_KEEP_ASPECT_CENTERED = 5
Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.
StretchMode 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.
Property Descriptions
If true
, texture is flipped horizontally.
If true
, texture is flipped vertically.
bool ignore_texture_size = false
🔗
If 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.
StretchMode stretch_mode = 2
🔗
void set_stretch_mode(value: StretchMode)
StretchMode get_stretch_mode()
Controls the texture's behavior when you resize the node's bounding rectangle. See the StretchMode constants for available options.
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 BaseButton.disabled. If not assigned, the TextureButton displays texture_normal instead.
Texture 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.
Texture to display when the mouse hovers over the node. If not assigned, the TextureButton displays texture_normal instead when hovered over.
Texture 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.
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 BaseButton.shortcut key. If not assigned, the TextureButton displays texture_hover instead when pressed.