I'm new to Godot, just finished the menu and GUI tutorials. I came over from using UnrealI and libgdx before. I'm really enjoying Godot.
As I was trying to apply what I'd learned in the tutorials, I came across an issue. I think I'm missing some fundamental understanding in the limitations/uses of TextureButtons. I found this post with a comment from Calinou which answered part of what I was looking for. But reading his comment made stop and wonder what I was missing about TextureButtons and the parent Containers.
I would like to save myself some headaches if I can, and was hoping someone would explain if/when to use TextureButtons and when to use Buttons with a custom StyleBoxTexture. It seemed intuitive to use a nine-patch texture with a TextureButton. As well, what are the pitfalls of using containers with elements that will change shape? Can I 'reserve' a shape-space in a container cell and tween the children inside the limits of the space?
Description of what I'm trying to do: I'm trying to design a menu layout and have control over how the elements are positioned on separate devices and orientations. I'm also trying to animate several properties of individual menu elements without effecting the overall menu's layout. My approach was to create a layer-stack of textures for animated elements so I could could change the size/color/alpha in response to UI actions/events(a stack of textures to be used as one menu button texture). I've made complex menus in Unreal before, it was a pain animating UI components. I don't expect Godot to have a magic wand to fix my problem. I just want understand the different concepts in Godot so I can use them appropriately to approach my problem.
My approach was to create a layer-stack of textures for animated elements so I could could change the size/color/alpha in response to UI actions/events(a stack of nine-patch png textures with thin stylized button outlines to be used as one menu button texture). My thought was to use a stack of nine-patch textures for the textures of the buttons. Then I would use constraints to the parent containers to maintain the menu layout, and use tweens in order to 'animate' the texture menu items.
Thanks for any help clarifying this.