TextureProgressBar

Inherits: Range < Control < CanvasItem < Node < Object

Texture-based progress bar. Useful for loading screens and life or stamina bars.

Description

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.

Properties

int

fill_mode

0

MouseFilter

mouse_filter

1 (overrides Control)

bool

nine_patch_stretch

false

Vector2

radial_center_offset

Vector2(0, 0)

float

radial_fill_degrees

360.0

float

radial_initial_angle

0.0

BitField[SizeFlags]

size_flags_vertical

1 (overrides Control)

float

step

1.0 (overrides Range)

int

stretch_margin_bottom

0

int

stretch_margin_left

0

int

stretch_margin_right

0

int

stretch_margin_top

0

Texture2D

texture_over

Texture2D

texture_progress

Vector2

texture_progress_offset

Vector2(0, 0)

Texture2D

texture_under

Color

tint_over

Color(1, 1, 1, 1)

Color

tint_progress

Color(1, 1, 1, 1)

Color

tint_under

Color(1, 1, 1, 1)

Methods

int

get_stretch_margin(margin: Side) const

void

set_stretch_margin(margin: Side, value: int)


Enumerations

enum FillMode: 🔗

FillMode FILL_LEFT_TO_RIGHT = 0

The texture_progress fills from left to right.

FillMode FILL_RIGHT_TO_LEFT = 1

The texture_progress fills from right to left.

FillMode FILL_TOP_TO_BOTTOM = 2

The texture_progress fills from top to bottom.

FillMode FILL_BOTTOM_TO_TOP = 3

The texture_progress fills from bottom to top.

FillMode 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.

FillMode 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.

FillMode FILL_BILINEAR_LEFT_AND_RIGHT = 6

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

FillMode FILL_BILINEAR_TOP_AND_BOTTOM = 7

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

FillMode 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.


Property Descriptions

int fill_mode = 0 🔗

  • void set_fill_mode(value: int)

  • int get_fill_mode()

The fill direction. See FillMode for possible values.


bool nine_patch_stretch = false 🔗

  • void set_nine_patch_stretch(value: bool)

  • bool get_nine_patch_stretch()

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 enable stretching.


Vector2 radial_center_offset = Vector2(0, 0) 🔗

  • void set_radial_center_offset(value: Vector2)

  • Vector2 get_radial_center_offset()

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


float radial_fill_degrees = 360.0 🔗

  • void set_fill_degrees(value: float)

  • float get_fill_degrees()

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 = 0.0 🔗

  • void set_radial_initial_angle(value: float)

  • float get_radial_initial_angle()

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.


int stretch_margin_bottom = 0 🔗

  • void set_stretch_margin(margin: Side, value: int)

  • int get_stretch_margin(margin: Side) const

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 = 0 🔗

  • void set_stretch_margin(margin: Side, value: int)

  • int get_stretch_margin(margin: Side) const

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


int stretch_margin_right = 0 🔗

  • void set_stretch_margin(margin: Side, value: int)

  • int get_stretch_margin(margin: Side) const

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


int stretch_margin_top = 0 🔗

  • void set_stretch_margin(margin: Side, value: int)

  • int get_stretch_margin(margin: Side) const

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


Texture2D texture_over 🔗

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 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(0, 0) 🔗

  • void set_texture_progress_offset(value: Vector2)

  • Vector2 get_texture_progress_offset()

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 that draws under the progress bar. The bar’s background.


Color tint_over = Color(1, 1, 1, 1) 🔗

  • void set_tint_over(value: Color)

  • Color get_tint_over()

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(1, 1, 1, 1) 🔗

  • void set_tint_progress(value: Color)

  • Color get_tint_progress()

Multiplies the color of the bar’s texture_progress texture.


Color tint_under = Color(1, 1, 1, 1) 🔗

  • void set_tint_under(value: Color)

  • Color get_tint_under()

Multiplies the color of the bar’s texture_under texture.


Method Descriptions

int get_stretch_margin(margin: Side) const 🔗

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


void set_stretch_margin(margin: Side, value: int) 🔗

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


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