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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Button" inherits= "BaseButton" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
Standard themed Button.
</brief_description>
<description >
Button is the standard themed button. It can contain text and an icon, and will display them according to the current [Theme].
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[b]Example of creating a button and assigning an action when pressed by code:[/b]
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[codeblocks]
[gdscript]
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func _ready():
var button = Button.new()
button.text = "Click me"
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button.pressed.connect(self._button_pressed)
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add_child(button)
func _button_pressed():
print("Hello world!")
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[/gdscript]
[csharp]
public override void _Ready()
{
var button = new Button();
button.Text = "Click me";
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button.Pressed += ButtonPressed;
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AddChild(button);
}
private void ButtonPressed()
{
GD.Print("Hello world!");
}
[/csharp]
[/codeblocks]
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Buttons (like all Control nodes) can also be created in the editor, but some situations may require creating them from code.
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See also [BaseButton] which contains common properties and methods associated with this node.
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[b]Note:[/b] Buttons do not interpret touch input and therefore don't support multitouch, since mouse emulation can only press one button at a given time. Use [TouchScreenButton] for buttons that trigger gameplay movement or actions, as [TouchScreenButton] supports multitouch.
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</description>
<tutorials >
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<link title= "2D Dodge The Creeps Demo" > https://godotengine.org/asset-library/asset/515</link>
<link title= "OS Test Demo" > https://godotengine.org/asset-library/asset/677</link>
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</tutorials>
<members >
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<member name= "alignment" type= "int" setter= "set_text_alignment" getter= "get_text_alignment" enum= "HorizontalAlignment" default= "1" >
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Text alignment policy for the button's text, use one of the [enum HorizontalAlignment] constants.
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</member>
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<member name= "clip_text" type= "bool" setter= "set_clip_text" getter= "get_clip_text" default= "false" >
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When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text.
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</member>
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<member name= "expand_icon" type= "bool" setter= "set_expand_icon" getter= "is_expand_icon" default= "false" >
When enabled, the button's icon will expand/shrink to fit the button's size while keeping its aspect.
</member>
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<member name= "flat" type= "bool" setter= "set_flat" getter= "is_flat" default= "false" >
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Flat buttons don't display decoration.
</member>
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<member name= "icon" type= "Texture2D" setter= "set_button_icon" getter= "get_button_icon" >
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Button's icon, if text is present the icon will be placed before the text.
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To edit margin and spacing of the icon, use [theme_item h_separation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es.
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</member>
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<member name= "icon_alignment" type= "int" setter= "set_icon_alignment" getter= "get_icon_alignment" enum= "HorizontalAlignment" default= "0" >
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Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon.
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</member>
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<member name= "language" type= "String" setter= "set_language" getter= "get_language" default= """" >
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
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<member name= "text" type= "String" setter= "set_text" getter= "get_text" default= """" >
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The button's text that will be displayed inside the button's area.
</member>
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<member name= "text_direction" type= "int" setter= "set_text_direction" getter= "get_text_direction" enum= "Control.TextDirection" default= "0" >
Base text writing direction.
</member>
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<member name= "text_overrun_behavior" type= "int" setter= "set_text_overrun_behavior" getter= "get_text_overrun_behavior" enum= "TextServer.OverrunBehavior" default= "0" >
Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
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</member>
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</members>
<theme_items >
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<theme_item name= "font_color" data_type= "color" type= "Color" default= "Color(0.875, 0.875, 0.875, 1)" >
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Default text [Color] of the [Button].
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</theme_item>
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<theme_item name= "font_disabled_color" data_type= "color" type= "Color" default= "Color(0.875, 0.875, 0.875, 0.5)" >
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Text [Color] used when the [Button] is disabled.
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</theme_item>
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<theme_item name= "font_focus_color" data_type= "color" type= "Color" default= "Color(0.95, 0.95, 0.95, 1)" >
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Text [Color] used when the [Button] is focused. Only replaces the normal text color of the button. Disabled, hovered, and pressed states take precedence over this color.
</theme_item>
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<theme_item name= "font_hover_color" data_type= "color" type= "Color" default= "Color(0.95, 0.95, 0.95, 1)" >
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Text [Color] used when the [Button] is being hovered.
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</theme_item>
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<theme_item name= "font_hover_pressed_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
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Text [Color] used when the [Button] is being hovered and pressed.
</theme_item>
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<theme_item name= "font_outline_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
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The tint of text outline of the [Button].
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</theme_item>
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<theme_item name= "font_pressed_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
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Text [Color] used when the [Button] is being pressed.
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</theme_item>
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<theme_item name= "icon_disabled_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 0.4)" >
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Icon modulate [Color] used when the [Button] is disabled.
</theme_item>
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<theme_item name= "icon_focus_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
Icon modulate [Color] used when the [Button] is focused. Only replaces the normal modulate color of the button. Disabled, hovered, and pressed states take precedence over this color.
</theme_item>
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<theme_item name= "icon_hover_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
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Icon modulate [Color] used when the [Button] is being hovered.
</theme_item>
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<theme_item name= "icon_hover_pressed_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
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Icon modulate [Color] used when the [Button] is being hovered and pressed.
</theme_item>
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<theme_item name= "icon_normal_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
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Default icon modulate [Color] of the [Button].
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</theme_item>
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<theme_item name= "icon_pressed_color" data_type= "color" type= "Color" default= "Color(1, 1, 1, 1)" >
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Icon modulate [Color] used when the [Button] is being pressed.
</theme_item>
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<theme_item name= "h_separation" data_type= "constant" type= "int" default= "2" >
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The horizontal space between [Button]'s icon and text. Negative values will be treated as [code]0[/code] when used.
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</theme_item>
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<theme_item name= "outline_size" data_type= "constant" type= "int" default= "0" >
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The size of the text outline.
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[b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
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</theme_item>
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<theme_item name= "font" data_type= "font" type= "Font" >
[Font] of the [Button]'s text.
</theme_item>
<theme_item name= "font_size" data_type= "font_size" type= "int" >
Font size of the [Button]'s text.
</theme_item>
<theme_item name= "disabled" data_type= "style" type= "StyleBox" >
[StyleBox] used when the [Button] is disabled.
</theme_item>
<theme_item name= "focus" data_type= "style" type= "StyleBox" >
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[StyleBox] used when the [Button] is focused. The [code]focus[/code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially transparent [StyleBox] should be used to ensure the base [StyleBox] remains visible. A [StyleBox] that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
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</theme_item>
<theme_item name= "hover" data_type= "style" type= "StyleBox" >
[StyleBox] used when the [Button] is being hovered.
</theme_item>
<theme_item name= "normal" data_type= "style" type= "StyleBox" >
Default [StyleBox] for the [Button].
</theme_item>
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<theme_item name= "pressed" data_type= "style" type= "StyleBox" >
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[StyleBox] used when the [Button] is being pressed.
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</theme_item>
</theme_items>
</class>