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path: root/doc/classes/BaseButton.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BaseButton" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Base class for different kinds of buttons.
	</brief_description>
	<description>
		BaseButton is the abstract base class for buttons, so it shouldn't be used directly (it doesn't display anything). Other types of buttons inherit from it.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="_pressed" qualifiers="virtual">
			<return type="void" />
			<description>
				Called when the button is pressed. If you need to know the button's pressed state (and [member toggle_mode] is active), use [method _toggled] instead.
			</description>
		</method>
		<method name="_toggled" qualifiers="virtual">
			<return type="void" />
			<argument index="0" name="button_pressed" type="bool" />
			<description>
				Called when the button is toggled (only if [member toggle_mode] is active).
			</description>
		</method>
		<method name="get_draw_mode" qualifiers="const">
			<return type="int" enum="BaseButton.DrawMode" />
			<description>
				Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the [enum DrawMode] enum.
			</description>
		</method>
		<method name="is_hovered" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the mouse has entered the button and has not left it yet.
			</description>
		</method>
		<method name="set_pressed_no_signal">
			<return type="void" />
			<argument index="0" name="pressed" type="bool" />
			<description>
				Changes the [member button_pressed] state of the button, without emitting [signal toggled]. Use when you just want to change the state of the button without sending the pressed event (e.g. when initializing scene). Only works if [member toggle_mode] is [code]true[/code].
				[b]Note:[/b] This method doesn't unpress other buttons in [member button_group].
			</description>
		</method>
	</methods>
	<members>
		<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
			Determines when the button is considered clicked, one of the [enum ActionMode] constants.
		</member>
		<member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
			The [ButtonGroup] associated with the button. Not to be confused with node groups.
		</member>
		<member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="1">
			Binary mask to choose which mouse buttons this button will respond to.
			To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
		</member>
		<member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
			If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
			[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
		</member>
		<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
			If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
		</member>
		<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
		<member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false">
			If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
			[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
		</member>
		<member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut">
			[Shortcut] associated to the button.
		</member>
		<member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
			The [Node] which must be a parent of the focused GUI [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.
		</member>
		<member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true">
			If [code]true[/code], the button will add information about its shortcut in the tooltip.
		</member>
		<member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false">
			If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
		</member>
	</members>
	<signals>
		<signal name="button_down">
			<description>
				Emitted when the button starts being held down.
			</description>
		</signal>
		<signal name="button_up">
			<description>
				Emitted when the button stops being held down.
			</description>
		</signal>
		<signal name="pressed">
			<description>
				Emitted when the button is toggled or pressed. This is on [signal button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] and on [signal button_up] otherwise.
				If you need to know the button's pressed state (and [member toggle_mode] is active), use [signal toggled] instead.
			</description>
		</signal>
		<signal name="toggled">
			<argument index="0" name="button_pressed" type="bool" />
			<description>
				Emitted when the button was just toggled between pressed and normal states (only if [member toggle_mode] is active). The new state is contained in the [code]button_pressed[/code] argument.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="DRAW_NORMAL" value="0" enum="DrawMode">
			The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons.
		</constant>
		<constant name="DRAW_PRESSED" value="1" enum="DrawMode">
			The state of buttons are pressed.
		</constant>
		<constant name="DRAW_HOVER" value="2" enum="DrawMode">
			The state of buttons are hovered.
		</constant>
		<constant name="DRAW_DISABLED" value="3" enum="DrawMode">
			The state of buttons are disabled.
		</constant>
		<constant name="DRAW_HOVER_PRESSED" value="4" enum="DrawMode">
			The state of buttons are both hovered and pressed.
		</constant>
		<constant name="ACTION_MODE_BUTTON_PRESS" value="0" enum="ActionMode">
			Require just a press to consider the button clicked.
		</constant>
		<constant name="ACTION_MODE_BUTTON_RELEASE" value="1" enum="ActionMode">
			Require a press and a subsequent release before considering the button clicked.
		</constant>
	</constants>
</class>