Class TextureButton
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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 Controls.
The "normal" state must contain a texture (TextureNormal); other textures are optional.
See also BaseButton which contains common properties and methods associated with this node.
public class TextureButton : BaseButton, IDisposable
- Inheritance
-
TextureButton
- Implements
- Inherited Members
Constructors
TextureButton()
public TextureButton()
Properties
FlipH
If true
, texture is flipped horizontally.
public bool FlipH { get; set; }
Property Value
FlipV
If true
, texture is flipped vertically.
public bool FlipV { get; set; }
Property Value
IgnoreTextureSize
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.
public bool IgnoreTextureSize { get; set; }
Property Value
StretchMode
Controls the texture's behavior when you resize the node's bounding rectangle. See the TextureButton.StretchModeEnum constants for available options.
public TextureButton.StretchModeEnum StretchMode { get; set; }
Property Value
TextureClickMask
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.
public Bitmap TextureClickMask { get; set; }
Property Value
TextureDisabled
Texture to display when the node is disabled. See Disabled.
public Texture2D TextureDisabled { get; set; }
Property Value
TextureFocused
Texture to display when the node has mouse or keyboard focus. TextureFocused is displayed over the base texture, so 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.
public Texture2D TextureFocused { get; set; }
Property Value
TextureHover
Texture to display when the mouse hovers the node.
public Texture2D TextureHover { get; set; }
Property Value
TextureNormal
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 TextureFocused drawn on top.
public Texture2D TextureNormal { get; set; }
Property Value
TexturePressed
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 Shortcut key.
public Texture2D TexturePressed { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.