Control for drawing textures.
Used to draw icons and sprites in a user interface. The texture's placement can be controlled with the [member stretch_mode] property. It can scale, tile, or stay centered inside its bounding rectangle.
[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to display a [ViewportTexture]. Alternatively, you can enable [member Viewport.render_target_v_flip] on the Viewport. Otherwise, the image will appear upside down.
https://godotengine.org/asset-library/asset/676
If [code]true[/code], the texture scales to fit its bounding rectangle.
If [code]true[/code], texture is flipped horizontally.
If [code]true[/code], texture is flipped vertically.
Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode].
The node's [Texture] resource.
Scale to fit the node's bounding rectangle, only if [code]expand[/code] is [code]true[/code]. Default [code]stretch_mode[/code], for backwards compatibility. Until you set [code]expand[/code] to [code]true[/code], the texture will behave like [constant STRETCH_KEEP].
Scale to fit the node's bounding rectangle.
Tile inside the node's bounding rectangle.
The texture keeps its original size and stays in the bounding rectangle's top-left corner.
The texture keeps its original size and stays centered in the node's bounding rectangle.
Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.
Scale the texture to fit the node's bounding rectangle, center it and maintain its aspect ratio.
Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.