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 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 (texture_normal); other textures are optional.

See also BaseButton which contains common properties and methods associated with this node.

Tutorials

Properties

bool

flip_h

false

bool

flip_v

false

bool

ignore_texture_size

false

StretchMode

stretch_mode

2

BitMap

texture_click_mask

Texture2D

texture_disabled

Texture2D

texture_focused

Texture2D

texture_hover

Texture2D

texture_normal

Texture2D

texture_pressed


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

bool flip_h = false 🔗

  • void set_flip_h(value: bool)

  • bool is_flipped_h()

If true, texture is flipped horizontally.


bool flip_v = false 🔗

  • void set_flip_v(value: bool)

  • bool is_flipped_v()

If true, texture is flipped vertically.


bool ignore_texture_size = false 🔗

  • void set_ignore_texture_size(value: bool)

  • bool get_ignore_texture_size()

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 🔗

Controls the texture’s behavior when you resize the node’s bounding rectangle. See the StretchMode constants for available options.


BitMap texture_click_mask 🔗

  • void set_click_mask(value: BitMap)

  • BitMap get_click_mask()

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.


Texture2D texture_disabled 🔗

Texture to display when the node is disabled. See BaseButton.disabled.


Texture2D texture_focused 🔗

Texture to display when the node has mouse or keyboard focus. texture_focused 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.


Texture2D texture_hover 🔗

Texture to display when the mouse hovers the node.


Texture2D texture_normal 🔗

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.


Texture2D texture_pressed 🔗

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.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.

Previous Next