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For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
130 lines
6.9 KiB
XML
130 lines
6.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BaseButton" inherits="Control" version="4.0">
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<brief_description>
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Base class for different kinds of buttons.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_pressed" qualifiers="virtual">
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<return type="void" />
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<description>
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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.
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</description>
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</method>
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<method name="_toggled" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="button_pressed" type="bool" />
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<description>
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Called when the button is toggled (only if [member toggle_mode] is active).
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</description>
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</method>
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<method name="get_draw_mode" qualifiers="const">
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<return type="int" enum="BaseButton.DrawMode" />
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<description>
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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.
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</description>
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</method>
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<method name="is_hovered" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the mouse has entered the button and has not left it yet.
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</description>
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</method>
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<method name="set_pressed_no_signal">
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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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[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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</methods>
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<members>
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<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
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Determines when the button is considered clicked, one of the [enum ActionMode] constants.
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</member>
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<member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
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The [ButtonGroup] associated with the button. Not to be confused with node groups.
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</member>
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<member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" default="1">
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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="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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<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" />
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<member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false">
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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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<member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
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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.
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</member>
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<member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true">
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If [code]true[/code], the button will add information about its shortcut in the tooltip.
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</member>
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<member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false">
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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.
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</member>
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</members>
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<signals>
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<signal name="button_down">
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<description>
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Emitted when the button starts being held down.
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</description>
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</signal>
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<signal name="button_up">
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<description>
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Emitted when the button stops being held down.
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</description>
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</signal>
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<signal name="pressed">
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<description>
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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.
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If you need to know the button's pressed state (and [member toggle_mode] is active), use [signal toggled] instead.
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</description>
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</signal>
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<signal name="toggled">
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<argument index="0" name="button_pressed" type="bool" />
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<description>
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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.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="DRAW_NORMAL" value="0" enum="DrawMode">
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The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons.
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</constant>
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<constant name="DRAW_PRESSED" value="1" enum="DrawMode">
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The state of buttons are pressed.
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</constant>
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<constant name="DRAW_HOVER" value="2" enum="DrawMode">
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The state of buttons are hovered.
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</constant>
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<constant name="DRAW_DISABLED" value="3" enum="DrawMode">
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The state of buttons are disabled.
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</constant>
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<constant name="DRAW_HOVER_PRESSED" value="4" enum="DrawMode">
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The state of buttons are both hovered and pressed.
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</constant>
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<constant name="ACTION_MODE_BUTTON_PRESS" value="0" enum="ActionMode">
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Require just a press to consider the button clicked.
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</constant>
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<constant name="ACTION_MODE_BUTTON_RELEASE" value="1" enum="ActionMode">
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Require a press and a subsequent release before considering the button clicked.
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</constant>
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</constants>
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</class>
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