From 46c9089ddc2ce42f761421f92c2de8740c82ecaa Mon Sep 17 00:00:00 2001 From: Malcolm Anderson Date: Fri, 16 Aug 2024 14:22:19 -0700 Subject: [PATCH] Remove incorrect statement that TextureButton needs a texture for normal state in docs Update doc/classes/TextureButton.xml Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com> Improve explanation of texture fallback behaviors for TextureButton Remove a bit of incorrect information from TextureButton documentation Most other state textures are not overlaid (only `texture_focused`) Apply suggestions from code review --- doc/classes/TextureButton.xml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index 861981f9794..fcab07198c6 100644 --- a/doc/classes/TextureButton.xml +++ b/doc/classes/TextureButton.xml @@ -5,8 +5,8 @@ [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. + [b]Note:[/b] Setting a texture for the "normal" state ([member texture_normal]) is recommended. If [member texture_normal] is not set, the [TextureButton] will still receive input events and be clickable, but the user will not be able to see it unless they activate another one of its states with a texture assigned (e.g., hover over it to show [member texture_hover]). https://godotengine.org/asset-library/asset/2755 @@ -28,19 +28,19 @@ 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 to display when the node is disabled. See [member BaseButton.disabled]. + Texture to display when the node is disabled. See [member BaseButton.disabled]. If not assigned, the [TextureButton] displays [member texture_normal] instead. - Texture to display when the node has mouse or keyboard focus. [member texture_focused] is displayed [i]over[/i] the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons. + Texture to [i]overlay on the base texture[/i] when the node has mouse or keyboard focus. Because [member texture_focused] is displayed on top of the base texture, a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons. - Texture to display when the mouse hovers the node. + Texture to display when the mouse hovers over the node. If not assigned, the [TextureButton] displays [member texture_normal] instead when hovered over. Texture to display by default, when the node is [b]not[/b] in the disabled, hover or pressed state. This texture is still displayed in the focused state, with [member texture_focused] drawn on top. - 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 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. If not assigned, the [TextureButton] displays [member texture_hover] instead when pressed.