Class TextureProgressBar
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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.
public class TextureProgressBar : Range, IDisposable
- Inheritance
-
TextureProgressBar
- Implements
- Inherited Members
Constructors
TextureProgressBar()
public TextureProgressBar()
Properties
FillMode
The fill direction. See TextureProgressBar.FillModeEnum for possible values.
public int FillMode { get; set; }
Property Value
NinePatchStretch
If true
, Godot treats the bar's textures like in NinePatchRect. Use the stretch_margin_*
properties like StretchMarginBottom to set up the nine patch's 3×3 grid. When using a radial FillMode, this setting will enable stretching.
public bool NinePatchStretch { get; set; }
Property Value
RadialCenterOffset
Offsets TextureProgress if FillMode is Clockwise or CounterClockwise.
public Vector2 RadialCenterOffset { get; set; }
Property Value
RadialFillDegrees
Upper limit for the fill of TextureProgress if FillMode is Clockwise or CounterClockwise. When the node's value
is equal to its max_value
, the texture fills up to this angle.
public float RadialFillDegrees { get; set; }
Property Value
RadialInitialAngle
Starting angle for the fill of TextureProgress if FillMode is Clockwise or CounterClockwise. 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 RadialFillDegrees.
public float RadialInitialAngle { get; set; }
Property Value
StretchMarginBottom
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.
public int StretchMarginBottom { get; set; }
Property Value
StretchMarginLeft
The width of the 9-patch's left column.
public int StretchMarginLeft { get; set; }
Property Value
StretchMarginRight
The width of the 9-patch's right column.
public int StretchMarginRight { get; set; }
Property Value
StretchMarginTop
The height of the 9-patch's top row.
public int StretchMarginTop { get; set; }
Property Value
TextureOver
Texture2D that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of TextureProgress.
public Texture2D TextureOver { get; set; }
Property Value
TextureProgress
Texture2D that clips based on the node's value
and FillMode. 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 Value, MinValue, MaxValue.
public Texture2D TextureProgress { get; set; }
Property Value
TextureProgressOffset
The offset of TextureProgress. Useful for TextureOver and TextureUnder with fancy borders, to avoid transparent margins in your progress texture.
public Vector2 TextureProgressOffset { get; set; }
Property Value
TextureUnder
Texture2D that draws under the progress bar. The bar's background.
public Texture2D TextureUnder { get; set; }
Property Value
TintOver
Multiplies the color of the bar's TextureOver texture. The effect is similar to Modulate, except it only affects this specific texture instead of the entire node.
public Color TintOver { get; set; }
Property Value
TintProgress
Multiplies the color of the bar's TextureProgress texture.
public Color TintProgress { get; set; }
Property Value
TintUnder
Multiplies the color of the bar's TextureUnder texture.
public Color TintUnder { 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.