/** * [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 [Control]s. * * The "normal" state must contain a texture ([member texture_normal]); other textures are optional. * * See also [BaseButton] which contains common properties and methods associated with this node. * */ declare class TextureButton extends BaseButton { /** * [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 [Control]s. * * The "normal" state must contain a texture ([member texture_normal]); other textures are optional. * * See also [BaseButton] which contains common properties and methods associated with this node. * */ new(): TextureButton; static "new"(): TextureButton /** If [code]true[/code], the texture stretches to the edges of the node's bounding rectangle using the [member stretch_mode]. If [code]false[/code], the texture will not scale with the node. */ expand: boolean; /** If [code]true[/code], texture is flipped horizontally. */ flip_h: boolean; /** If [code]true[/code], texture is flipped vertically. */ flip_v: boolean; /** Controls the texture's behavior when you resize the node's bounding rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to one of the [enum StretchMode] constants. See the constants to learn more. */ stretch_mode: int; /** 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. */ texture_click_mask: BitMap; /** Texture to display when the node is disabled. See [member BaseButton.disabled]. */ texture_disabled: Texture; /** Texture to display when the node has mouse or keyboard focus. */ texture_focused: Texture; /** Texture to display when the mouse hovers the node. */ texture_hover: Texture; /** Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state. */ texture_normal: Texture; /** 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 [member BaseButton.shortcut] key. */ texture_pressed: Texture; connect>(signal: T, method: SignalFunction): number; /** * Scale to fit the node's bounding rectangle. * */ static STRETCH_SCALE: any; /** * Tile inside the node's bounding rectangle. * */ static STRETCH_TILE: any; /** * The texture keeps its original size and stays in the bounding rectangle's top-left corner. * */ static STRETCH_KEEP: any; /** * The texture keeps its original size and stays centered in the node's bounding rectangle. * */ static STRETCH_KEEP_CENTERED: any; /** * Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio. * */ static STRETCH_KEEP_ASPECT: any; /** * Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio. * */ static STRETCH_KEEP_ASPECT_CENTERED: any; /** * Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits. * */ static STRETCH_KEEP_ASPECT_COVERED: any; }