/
TextureProgress.hx
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/
TextureProgress.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
TextureProgress works like `godot.ProgressBar`, but uses up to 3 textures instead of Godot's `godot.Theme` resource. It can be used to create horizontal, vertical and radial progress bars.
**/
@:libType
@:csNative
@:native("Godot.TextureProgress")
@:autoBuild(godot.Godot.buildUserClass())
extern class TextureProgress extends godot.Range {
/**
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.
**/
@:native("StretchMarginBottom")
public var stretchMarginBottom:Int;
/**
The width of the 9-patch's right column.
**/
@:native("StretchMarginRight")
public var stretchMarginRight:Int;
/**
The height of the 9-patch's top row.
**/
@:native("StretchMarginTop")
public var stretchMarginTop:Int;
/**
The width of the 9-patch's left column.
**/
@:native("StretchMarginLeft")
public var stretchMarginLeft:Int;
/**
If `true`, Godot treats the bar's textures like in `godot.NinePatchRect`. Use the `stretch_margin_*` properties like `godot.TextureProgress.stretchMarginBottom` to set up the nine patch's 3×3 grid. When using a radial `godot.TextureProgress.fillMode`, this setting will enable stretching.
**/
@:native("NinePatchStretch")
public var ninePatchStretch:Bool;
/**
Offsets `godot.TextureProgress.textureProgress_` if `godot.TextureProgress.fillMode` is `godot.TextureProgress_FillModeEnum.clockwise` or `godot.TextureProgress_FillModeEnum.counterClockwise`.
**/
@:native("RadialCenterOffset")
public var radialCenterOffset:godot.Vector2;
/**
Upper limit for the fill of `godot.TextureProgress.textureProgress_` if `godot.TextureProgress.fillMode` is `godot.TextureProgress_FillModeEnum.clockwise` or `godot.TextureProgress_FillModeEnum.counterClockwise`. When the node's `value` is equal to its `max_value`, the texture fills up to this angle.
See `godot.Range.value`, `godot.Range.maxValue`.
**/
@:native("RadialFillDegrees")
public var radialFillDegrees:Single;
/**
Starting angle for the fill of `godot.TextureProgress.textureProgress_` if `godot.TextureProgress.fillMode` is `godot.TextureProgress_FillModeEnum.clockwise` or `godot.TextureProgress_FillModeEnum.counterClockwise`. 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 `godot.TextureProgress.radialFillDegrees`.
**/
@:native("RadialInitialAngle")
public var radialInitialAngle:Single;
/**
Multiplies the color of the bar's `texture_progress` texture.
**/
@:native("TintProgress")
public var tintProgress:godot.Color;
/**
Multiplies the color of the bar's `texture_over` texture. The effect is similar to `godot.CanvasItem.modulate`, except it only affects this specific texture instead of the entire node.
**/
@:native("TintOver")
public var tintOver:godot.Color;
/**
Multiplies the color of the bar's `texture_under` texture.
**/
@:native("TintUnder")
public var tintUnder:godot.Color;
/**
The fill direction. See `godot.TextureProgress_FillModeEnum` for possible values.
**/
@:native("FillMode")
public var fillMode:Int;
/**
The offset of `godot.TextureProgress.textureProgress_`. Useful for `godot.TextureProgress.textureOver` and `godot.TextureProgress.textureUnder` with fancy borders, to avoid transparent margins in your progress texture.
**/
@:native("TextureProgressOffset")
public var textureProgressOffset:godot.Vector2;
/**
`godot.Texture` that clips based on the node's `value` and `godot.TextureProgress.fillMode`. 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 `godot.Range`. See `godot.Range.value`, `godot.Range.minValue`, `godot.Range.maxValue`.
**/
@:native("TextureProgress_")
public var textureProgress_:godot.Texture;
/**
`godot.Texture` that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of `godot.TextureProgress.textureProgress_`.
**/
@:native("TextureOver")
public var textureOver:godot.Texture;
/**
`godot.Texture` that draws under the progress bar. The bar's background.
**/
@:native("TextureUnder")
public var textureUnder:godot.Texture;
@:native("new")
public function new():Void;
@:native("SetUnderTexture")
public function setUnderTexture(tex:godot.Texture):Void;
@:native("GetUnderTexture")
public function getUnderTexture():godot.Texture;
@:native("SetProgressTexture")
public function setProgressTexture(tex:godot.Texture):Void;
@:native("GetProgressTexture")
public function getProgressTexture():godot.Texture;
@:native("SetOverTexture")
public function setOverTexture(tex:godot.Texture):Void;
@:native("GetOverTexture")
public function getOverTexture():godot.Texture;
@:native("SetFillMode")
public function setFillMode(mode:Int):Void;
@:native("GetFillMode")
public function getFillMode():Int;
@:native("SetTintUnder")
public function setTintUnder(tint:godot.Color):Void;
@:native("GetTintUnder")
public function getTintUnder():godot.Color;
@:native("SetTintProgress")
public function setTintProgress(tint:godot.Color):Void;
@:native("GetTintProgress")
public function getTintProgress():godot.Color;
@:native("SetTintOver")
public function setTintOver(tint:godot.Color):Void;
@:native("GetTintOver")
public function getTintOver():godot.Color;
@:native("SetTextureProgressOffset")
public function setTextureProgressOffset(offset:godot.Vector2):Void;
@:native("GetTextureProgressOffset")
public function getTextureProgressOffset():godot.Vector2;
@:native("SetRadialInitialAngle")
public function setRadialInitialAngle(mode:Single):Void;
@:native("GetRadialInitialAngle")
public function getRadialInitialAngle():Single;
@:native("SetRadialCenterOffset")
public function setRadialCenterOffset(mode:godot.Vector2):Void;
@:native("GetRadialCenterOffset")
public function getRadialCenterOffset():godot.Vector2;
@:native("SetFillDegrees")
public function setFillDegrees(mode:Single):Void;
@:native("GetFillDegrees")
public function getFillDegrees():Single;
@:native("SetStretchMargin")
public function setStretchMargin(margin:godot.Margin, value:Int):Void;
@:native("GetStretchMargin")
public function getStretchMargin(margin:godot.Margin):Int;
@:native("SetNinePatchStretch")
public function setNinePatchStretch(stretch:Bool):Void;
@:native("GetNinePatchStretch")
public function getNinePatchStretch():Bool;
}