Omg @AxelCapek this is so sick! This is way more functionality than I hoped for.
texture_block<native><public> := class(widget):
# The image to render. Used only during initialization of the widget and not modified by SetImage.
DefaultImage<native><public>:texture
# Tinting applied to the image. Used only during initialization of the widget and not modified by SetTint.
DefaultTint<native><public>:color = external {}
# The size this widget desired to be displayed in. Used only during initialization of the widget and not modified by SetDesiredSize.
DefaultDesiredSize<native><public>:vector2 = external {}
# The horizontal tiling option. Used only during initialization of the widget and not modified by SetTiling.
DefaultHorizontalTiling<native><public>:image_tiling = external {}
# The vertical tiling option. Used only during initialization of the widget and not modified by SetTiling.
DefaultVerticalTiling<native><public>:image_tiling = external {}
# Sets the image to render.
SetImage<native><public>(InImage:texture):void
# Gets the image to render.
GetImage<native><public>():texture
# Sets the tint applied to the image.
SetTint<native><public>(InColor:color):void
# Gets the tint applied to the image.
GetTint<native><public>():color
# Sets the size this widget desired to be displayed in.
SetDesiredSize<native><public>(InDesiredSize:vector2):void
# Gets the size this widget desired to be displayed in.
GetDesiredSize<native><public>():vector2
# Sets the tiling option when the image is smaller than the allocated size.
SetTiling<native><public>(InHorizontalTiling:image_tiling, InVerticalTiling:image_tiling):void
# Gets the tiling option.
GetTiling<native><public>():tuple(image_tiling, image_tiling)
We can change the image and its tint/size/tiling at runtime??? That’s like, actual gameplay not just decorative