Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
- BaseButton (3)
- ColorRect
- Container (13)
- GraphEdit
- ItemList
- Label
- LineEdit
- MenuBar
- NinePatchRect
- Panel
- Range (6)
- ReferenceRect
- RichTextLabel
- Separator (2)
- TabBar
- TextEdit (1)
- TextureRect
- Tree
- VideoStreamPlayer
Table of contents
-
var fill_mode: int = 0 -
var mouse_filter = MOUSE_FILTER_PASS -
var nine_patch_stretch: bool = false -
var radial_center_offset: Vector2 = Vector2(0, 0) -
var radial_fill_degrees: float = 360.0 -
var radial_initial_angle: float = 0.0 -
var size_flags_vertical = SIZE_FILL -
var step: float = 1.0 -
var stretch_margin_bottom: int = 0 -
var stretch_margin_left: int = 0 -
var stretch_margin_right: int = 0 -
var stretch_margin_top: int = 0 -
var texture_over: Texture2D -
var texture_progress: Texture2D -
var texture_progress_offset: Vector2 = Vector2(0, 0) -
var texture_under: Texture2D -
var tint_over: Color = Color(1, 1, 1, 1) -
var tint_progress: Color = Color(1, 1, 1, 1) -
var tint_under: Color = Color(1, 1, 1, 1) -
const func get_stretch_margin(margin: int enumSide) -> int -
func set_stretch_margin(value: int) -> void -
const FILL_LEFT_TO_RIGHT = 0 enum FillMode -
const FILL_RIGHT_TO_LEFT = 1 enum FillMode -
const FILL_TOP_TO_BOTTOM = 2 enum FillMode -
const FILL_BOTTOM_TO_TOP = 3 enum FillMode -
const FILL_CLOCKWISE = 4 enum FillMode -
const FILL_COUNTER_CLOCKWISE = 5 enum FillMode -
const FILL_BILINEAR_LEFT_AND_RIGHT = 6 enum FillMode -
const FILL_BILINEAR_TOP_AND_BOTTOM = 7 enum FillMode -
const FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE = 8 enum FillMode -
enum FillMode
TextureProgressBar #
is_instantiable, Node, core, not_builtin_classes
Texture-based progress bar. Useful for loading screens and life or stamina bars.
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.
Members #
var fill_mode: int = 0#
The fill direction. See FillMode for possible values.
var mouse_filter = MOUSE_FILTER_PASS#
var nine_patch_stretch: bool = 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 only enable stretching for texture_progress, while texture_under and texture_over will be treated like in NinePatchRect.
var radial_center_offset: Vector2 = Vector2(0, 0)#
Offsets texture_progress if fill_mode is FILL_CLOCKWISE, FILL_COUNTER_CLOCKWISE, or FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE.
Note: The effective radial center always stays within the texture_progress bounds. If you need to move it outside the texture's bounds, modify the texture_progress to contain additional empty space where needed.
var radial_fill_degrees: float = 360.0#
Upper limit for the fill of texture_progress if fill_mode is FILL_CLOCKWISE, FILL_COUNTER_CLOCKWISE, or FILL_CLOCKWISE_AND_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.
var radial_initial_angle: float = 0.0#
Starting angle for the fill of texture_progress if fill_mode is FILL_CLOCKWISE, FILL_COUNTER_CLOCKWISE, or FILL_CLOCKWISE_AND_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.
Note: radial_initial_angle is wrapped between 0 and 360 degrees (inclusive).
var size_flags_vertical = SIZE_FILL#
var step: float = 1.0#
var stretch_margin_bottom: int = 0#
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. Only effective if nine_patch_stretch is true.
var stretch_margin_left: int = 0#
The width of the 9-patch's left column. Only effective if nine_patch_stretch is true.
var stretch_margin_right: int = 0#
The width of the 9-patch's right column. Only effective if nine_patch_stretch is true.
var stretch_margin_top: int = 0#
The height of the 9-patch's top row. Only effective if nine_patch_stretch is true.
var texture_over: Texture2D#
Texture2D that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of texture_progress.
var texture_progress: Texture2D#
Texture2D 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.
var texture_progress_offset: Vector2 = Vector2(0, 0)#
The offset of texture_progress. Useful for texture_over and texture_under with fancy borders, to avoid transparent margins in your progress texture.
var texture_under: Texture2D#
Texture2D that draws under the progress bar. The bar's background.
var tint_over: Color = Color(1, 1, 1, 1)#
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.
var tint_progress: Color = Color(1, 1, 1, 1)#
Multiplies the color of the bar's texture_progress texture.
var tint_under: Color = Color(1, 1, 1, 1)#
Multiplies the color of the bar's texture_under texture.
Methods #
const func get_stretch_margin(margin: int enumSide) -> int#
Returns the stretch margin with the specified index. See stretch_margin_bottom and related properties.
func set_stretch_margin(value: int) -> void#
Sets the stretch margin with the specified index. See stretch_margin_bottom and related properties.
Annotations #
Constants #
const FILL_LEFT_TO_RIGHT = 0 enum FillMode#
The texture_progress fills from left to right.
const FILL_RIGHT_TO_LEFT = 1 enum FillMode#
The texture_progress fills from right to left.
const FILL_TOP_TO_BOTTOM = 2 enum FillMode#
The texture_progress fills from top to bottom.
const FILL_BOTTOM_TO_TOP = 3 enum FillMode#
The texture_progress fills from bottom to top.
const FILL_CLOCKWISE = 4 enum FillMode#
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.
const FILL_COUNTER_CLOCKWISE = 5 enum FillMode#
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.
const FILL_BILINEAR_LEFT_AND_RIGHT = 6 enum FillMode#
The texture_progress fills from the center, expanding both towards the left and the right.
const FILL_BILINEAR_TOP_AND_BOTTOM = 7 enum FillMode#
The texture_progress fills from the center, expanding both towards the top and the bottom.
const FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE = 8 enum FillMode#
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.
Constructors #
Enums #
FillMode#
enum FillMode {
FILL_LEFT_TO_RIGHT = 0,
FILL_RIGHT_TO_LEFT = 1,
FILL_TOP_TO_BOTTOM = 2,
FILL_BOTTOM_TO_TOP = 3,
FILL_CLOCKWISE = 4,
FILL_COUNTER_CLOCKWISE = 5,
FILL_BILINEAR_LEFT_AND_RIGHT = 6,
FILL_BILINEAR_TOP_AND_BOTTOM = 7,
FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE = 8,
}