TextureButton

    Texture-based button. Supports Pressed, Hover, Disabled and Focused states.

    TextureButton.swift:22
    class TextureButton

    TextureButton has the same functionality as Button, except it uses sprites instead of Godot’s Theme resource. It is faster to create, but it doesn’t support localization like more complex Controls.

    The “normal” state must contain a texture (textureNormal); other textures are optional.

    See also BaseButton which contains common properties and methods associated with this node.

    Superclasses

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Types

    Type members

    Instance members

    • var flipH: Bool

      If true, texture is flipped horizontally.

    • var flipV: Bool

      If true, texture is flipped vertically.

    • var ignoreTextureSize: Bool

      If true, the size of the texture won’t be considered for minimum size calculation, so the TextureButton can be shrunk down past the texture size.

    • var stretchMode: TextureButton.StretchMode

      Controls the texture’s behavior when you resize the node’s bounding rectangle. See the StretchMode constants for available options.

    • var textureClickMask: BitMap?

      Pure black and white BitMap image to use for click detection. On the mask, white pixels represent the button’s clickable area. Use it to create buttons with curved shapes.

    • var textureDisabled: Texture2D?

      Texture to display when the node is disabled. See disabled.

    • var textureFocused: Texture2D?

      Texture to display when the node has mouse or keyboard focus. textureFocused is displayed over the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.

    • var textureHover: Texture2D?

      Texture to display when the mouse hovers the node.

    • var textureNormal: Texture2D?

      Texture to display by default, when the node is not in the disabled, hover or pressed state. This texture is still displayed in the focused state, with textureFocused drawn on top.

    • var texturePressed: Texture2D?

      Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the shortcut key.