TextureRect

Inherits: Control < CanvasItem < Node < Object

Control for drawing textures.

Description

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.

Enumerations

enum StretchMode:

  • STRETCH_SCALE_ON_EXPAND = 0 — Scale to fit the node’s bounding rectangle, only if expand is true. Default stretch_mode, for backwards compatibility. Until you set expand to true, the texture will behave like STRETCH_KEEP.
  • STRETCH_SCALE = 1 — Scale to fit the node’s bounding rectangle.
  • STRETCH_TILE = 2 — Tile inside the node’s bounding rectangle.
  • STRETCH_KEEP = 3 — The texture keeps its original size and stays in the bounding rectangle’s top-left corner.
  • STRETCH_KEEP_CENTERED = 4 — The texture keeps its original size and stays centered in the node’s bounding rectangle.
  • STRETCH_KEEP_ASPECT = 5 — Scale the texture to fit the node’s bounding rectangle, but maintain the texture’s aspect ratio.
  • STRETCH_KEEP_ASPECT_CENTERED = 6 — Scale the texture to fit the node’s bounding rectangle, center it and maintain its aspect ratio.
  • STRETCH_KEEP_ASPECT_COVERED = 7 — Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node’s limits.

Property Descriptions

Defaultfalse
Setterset_expand(value)
Getterhas_expand()

If true, the texture scales to fit its bounding rectangle.


Defaultfalse
Setterset_flip_h(value)
Getteris_flipped_h()

If true, texture is flipped horizontally.


Defaultfalse
Setterset_flip_v(value)
Getteris_flipped_v()

If true, texture is flipped vertically.


Default0
Setterset_stretch_mode(value)
Getterget_stretch_mode()

Controls the texture’s behavior when resizing the node’s bounding rectangle. See StretchMode.


Setterset_texture(value)
Getterget_texture()

The node’s Texture resource.

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.