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BaseButton: Rename pressed
property to button_pressed
This fixes a conflict with the `pressed` signal. The new name is temporary and only intended to solve the conflict for upcoming alpha builds. Discussions are still ongoing regarding the BaseButton API and how to rename and refactor more of its properties, signals and methods to have a clearer API in 4.0.
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@ -38,7 +38,7 @@
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<return type="void" />
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<argument index="0" name="pressed" type="bool" />
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<description>
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Changes the [member 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].
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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].
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[b]Note:[/b] This method doesn't unpress other buttons in [member button_group].
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</description>
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</method>
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@ -54,6 +54,10 @@
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Binary mask to choose which mouse buttons this button will respond to.
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To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
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</member>
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<member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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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].
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[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].
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
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</member>
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@ -62,10 +66,6 @@
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If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
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[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.
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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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].
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[b]Note:[/b] Setting [member 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].
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</member>
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<member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut">
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[Shortcut] associated to the button.
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</member>
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@ -147,7 +147,7 @@ namespace GodotTools.Build
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Icon = GetThemeIcon("StatusError", "EditorIcons"),
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ExpandIcon = false,
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ToggleMode = true,
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Pressed = true,
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ButtonPressed = true,
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FocusMode = FocusModeEnum.None
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};
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_errorsBtn.Toggled += ErrorsToggled;
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@ -159,7 +159,7 @@ namespace GodotTools.Build
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Icon = GetThemeIcon("NodeWarning", "EditorIcons"),
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ExpandIcon = false,
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ToggleMode = true,
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Pressed = true,
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ButtonPressed = true,
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FocusMode = FocusModeEnum.None
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};
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_warningsBtn.Toggled += WarningsToggled;
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@ -169,7 +169,7 @@ namespace GodotTools.Build
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{
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Text = "Show Output".TTR(),
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ToggleMode = true,
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Pressed = true,
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ButtonPressed = true,
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FocusMode = FocusModeEnum.None
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};
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_viewLogBtn.Toggled += ViewLogToggled;
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@ -428,7 +428,7 @@ namespace GodotTools
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Shortcut = buildSolutionShortcut,
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ShortcutInTooltip = true
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};
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_toolBarBuildButton.PressedSignal += BuildSolutionPressed;
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_toolBarBuildButton.Pressed += BuildSolutionPressed;
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AddControlToContainer(CustomControlContainer.Toolbar, _toolBarBuildButton);
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if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))
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@ -444,7 +444,7 @@ void BaseButton::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "button_pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
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