TextureProgress

Inherits: Range < Control < CanvasItem < Node < Object

Texture-based progress bar. Useful for loading screens and life or stamina bars.

Description

TextureProgress 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.

Methods

intget_stretch_margin ( Margin margin ) const
voidset_stretch_margin ( Margin margin, int value )

Enumerations

enum FillMode:

Property Descriptions

Default0
Setterset_fill_mode(value)
Getterget_fill_mode()

The fill direction. See FillMode for possible values.


  • bool nine_patch_stretch
Defaultfalse
Setterset_nine_patch_stretch(value)
Getterget_nine_patch_stretch()

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.


DefaultVector2( 0, 0 )
Setterset_radial_center_offset(value)
Getterget_radial_center_offset()

Offsets texture_progress if fill_mode is FILL_CLOCKWISE or FILL_COUNTER_CLOCKWISE.


  • float radial_fill_degrees
Default360.0
Setterset_fill_degrees(value)
Getterget_fill_degrees()

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
Default0.0
Setterset_radial_initial_angle(value)
Getterget_radial_initial_angle()

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
Default0
Setterset_stretch_margin(value)
Getterget_stretch_margin()

The height of the 9-patch’s bottom row. A margin of 16 means the 9-slice’s bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.


  • int stretch_margin_left
Default0
Setterset_stretch_margin(value)
Getterget_stretch_margin()

The width of the 9-patch’s left column.


  • int stretch_margin_right
Default0
Setterset_stretch_margin(value)
Getterget_stretch_margin()

The width of the 9-patch’s right column.


  • int stretch_margin_top
Default0
Setterset_stretch_margin(value)
Getterget_stretch_margin()

The height of the 9-patch’s top row.


Setterset_over_texture(value)
Getterget_over_texture()

Texture that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of texture_progress.


Setterset_progress_texture(value)
Getterget_progress_texture()

Texture that clips based on the node’s value and fill_mode. As value increased, the texture fills up. It shows entirely when value reaches max_value. It doesn’t show at all if value is equal to min_value.

The value property comes from Range. See Range.value, Range.min_value, Range.max_value.


Setterset_under_texture(value)
Getterget_under_texture()

Texture that draws under the progress bar. The bar’s background.


DefaultColor( 1, 1, 1, 1 )
Setterset_tint_over(value)
Getterget_tint_over()

Multiplies the color of the bar’s texture_over texture. The effect is similar to CanvasItem.modulate, except it only affects this specific texture instead of the entire node.


DefaultColor( 1, 1, 1, 1 )
Setterset_tint_progress(value)
Getterget_tint_progress()

Multiplies the color of the bar’s texture_progress texture.


DefaultColor( 1, 1, 1, 1 )
Setterset_tint_under(value)
Getterget_tint_under()

Multiplies the color of the bar’s texture_under texture.

Method Descriptions

  • int get_stretch_margin ( Margin margin ) const

  • void set_stretch_margin ( Margin margin, int value )

Doc ID missing

Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 1970-01-01 at 00:00:00. It’s the English Stable version because it’s what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.