Godot: TextureButton Still can't drag image to Click Mask

Created on 23 Mar 2018  路  5Comments  路  Source: godotengine/godot

Godot version:
3.02 stable

OS/device including version:
Windows 10 pro

Issue description:
I can't drag a black and white PNG to the Click Mask property of a TextureButton. I searched the problem but the only work around was to use code. Is this being worked on?

archived enhancement editor usability

Most helpful comment

How about having an option for the button to use the transparency of the current texture instead of the bitmask, if the bitmask is not set?

All 5 comments

I know you can reimport, but it isn't intuitive. It took me a long time to figure this out. It would be nice to simply drag a black and white PNG to the spot and have godot do the conversions. Wouldn't this be easier for users?

Agreed. The problem is that one file can only be imported as one resource type. I've discussed with @akien-mga months ago.

[10:47:23] <Noshyaar[m]> I can't use one resource as several type? E.g. a png as both texture and bitmap?
[11:08:35] <Akien> The import maps one source file to one imported resource, so I guess that you can't indeed
[11:09:12] <Akien> Working is to duplicate the source file. We'll see if there's a real use case for having multiple resources from one source file apart from trying to reproduce a bug :P
[11:10:24] <Noshyaar[m]> Umm, one use case is from that issue. If I can import png as both BitMap and texture, I can use it as button and click mask.
[11:10:51] <Noshyaar[m]> without another b&w mask.

How about having an option for the button to use the transparency of the current texture instead of the bitmask, if the bitmask is not set?

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