/** * TextureProgress 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. * */ declare class TextureProgress extends Range { /** * TextureProgress 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. * */ new(): TextureProgress; static "new"(): TextureProgress /** The fill direction. See [enum FillMode] for possible values. */ fill_mode: int; /** If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. */ nine_patch_stretch: boolean; /** Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. */ radial_center_offset: Vector2; /** * Upper limit for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's `value` is equal to its `max_value`, the texture fills up to this angle. * * See [member Range.value], [member Range.max_value]. * */ radial_fill_degrees: float; /** Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees]. */ radial_initial_angle: float; /** 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. */ stretch_margin_bottom: int; /** The width of the 9-patch's left column. */ stretch_margin_left: int; /** The width of the 9-patch's right column. */ stretch_margin_right: int; /** The height of the 9-patch's top row. */ stretch_margin_top: int; /** [Texture] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress]. */ texture_over: Texture; /** * [Texture] that clips based on the node's `value` and [member 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 [member Range.value], [member Range.min_value], [member Range.max_value]. * */ texture_progress: Texture; /** The offset of [member texture_progress]. Useful for [member texture_over] and [member texture_under] with fancy borders, to avoid transparent margins in your progress texture. */ texture_progress_offset: Vector2; /** [Texture] that draws under the progress bar. The bar's background. */ texture_under: Texture; /** Multiplies the color of the bar's [code]texture_over[/code] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node. */ tint_over: Color; /** Multiplies the color of the bar's [code]texture_progress[/code] texture. */ tint_progress: Color; /** Multiplies the color of the bar's [code]texture_under[/code] texture. */ tint_under: Color; /** No documentation provided. */ get_stretch_margin(margin: int): int; /** No documentation provided. */ set_stretch_margin(margin: int, value: int): void; connect>(signal: T, method: SignalFunction): number; /** * The [member texture_progress] fills from left to right. * */ static FILL_LEFT_TO_RIGHT: any; /** * The [member texture_progress] fills from right to left. * */ static FILL_RIGHT_TO_LEFT: any; /** * The [member texture_progress] fills from top to bottom. * */ static FILL_TOP_TO_BOTTOM: any; /** * The [member texture_progress] fills from bottom to top. * */ static FILL_BOTTOM_TO_TOP: any; /** * Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. * */ static FILL_CLOCKWISE: any; /** * Turns the node into a radial bar. The [member texture_progress] fills counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. * */ static FILL_COUNTER_CLOCKWISE: any; /** * The [member texture_progress] fills from the center, expanding both towards the left and the right. * */ static FILL_BILINEAR_LEFT_AND_RIGHT: any; /** * The [member texture_progress] fills from the center, expanding both towards the top and the bottom. * */ static FILL_BILINEAR_TOP_AND_BOTTOM: any; /** * Turns the node into a radial bar. The [member texture_progress] fills radially from the center, expanding both clockwise and counterclockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to control the way the bar fills up. * */ static FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: any; }