Control for drawing textures.
Used to draw icons and sprites in a user interface. The texture's placement can be controlled with the stretch_mode property. It can scale, tile, or stay centered inside its bounding rectangle.
Note: You should enable flip_v when using a TextureRect to display a ViewportTexture. Alternatively, you can enable Viewport.render_target_v_flip on the Viewport. Otherwise, the image will appear upside down.
StretchMode STRETCH_SCALE_ON_EXPAND =
Scale to fit the node's bounding rectangle, only if
stretch_mode, for backwards compatibility. Until you set
true, the texture will behave like STRETCH_KEEP.
StretchMode STRETCH_SCALE =
Scale to fit the node's bounding rectangle.
StretchMode STRETCH_TILE =
Tile inside the node's bounding rectangle.
StretchMode STRETCH_KEEP =
The texture keeps its original size and stays in the bounding rectangle's top-left corner.
StretchMode STRETCH_KEEP_CENTERED =
The texture keeps its original size and stays centered in the node's bounding rectangle.
StretchMode STRETCH_KEEP_ASPECT =
Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
StretchMode STRETCH_KEEP_ASPECT_CENTERED =
Scale the texture to fit the node's bounding rectangle, center it and maintain its aspect ratio.
StretchMode STRETCH_KEEP_ASPECT_COVERED =
Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.
bool expand =
true, the texture scales to fit its bounding rectangle.
bool flip_h =
true, texture is flipped horizontally.
bool flip_v =
true, texture is flipped vertically.
StretchMode stretch_mode =
Controls the texture's behavior when resizing the node's bounding rectangle. See StretchMode.
The node's Texture resource.