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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¶
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mouse_filter |
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BitField<SizeFlags> |
size_flags_vertical |
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Methods¶
get_stretch_margin ( Side margin ) const |
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void |
set_stretch_margin ( Side margin, int value ) |
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
The fill direction. See FillMode for possible values.
bool nine_patch_stretch = false
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)
Offsets texture_progress if fill_mode is FILL_CLOCKWISE or FILL_COUNTER_CLOCKWISE.
float radial_fill_degrees = 360.0
Upper limit for the fill of texture_progress if fill_mode is FILL_CLOCKWISE or FILL_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
Starting angle for the fill of texture_progress if fill_mode is FILL_CLOCKWISE or FILL_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