The fill direction. See fillmode for possible values.
If true, Godot treats the bar's textures like in NinePatchRect. Use the stretch_margin_* properties like stretchMarginBottom to set up the nine patch's 3×3 grid. When using a radial fillMode, this setting will enable stretching.
Offsets textureProgress if fillMode is constant FILL_CLOCKWISE or constant FILL_COUNTER_CLOCKWISE.
Upper limit for the fill of textureProgress if fillMode 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 Range.value, Range.maxValue.
Starting angle for the fill of textureProgress if fillMode is constant FILL_CLOCKWISE or constant FILL_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 radialFillDegrees.
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.
The width of the 9-patch's left column.
The width of the 9-patch's right column.
The height of the 9-patch's top row.
Texture that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of textureProgress.
Texture that clips based on the node's value and 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 Range. See Range.value, Range.minValue, Range.maxValue.
Texture that draws under the progress bar. The bar's background.
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.
Multiplies the color of the bar's texture_progress texture.
Multiplies the color of the bar's texture_under texture.
Construct a new instance of TextureProgress. Note: use memnew!TextureProgress instead.
Texture-based progress bar. Useful for loading screens and life or stamina bars.
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.