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
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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
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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
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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.
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.
Texture to display when the mouse hovers the node.
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.
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