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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

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 ( Side margin ) const

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.