mirror of
https://github.com/godotengine/godot
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dd3a1b08a9
* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release. * This logic is removed and now shortcuts always activate on press. * This makes the editor feel more responsive and solves problems related to this behavior. Fixes #45033 and possibly others.
129 lines
7 KiB
XML
129 lines
7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BaseButton" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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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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<param 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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<param index="0" name="pressed" type="bool" />
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<description>
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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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</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" enum="MouseButtonMask" 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="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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<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" 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="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_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true">
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If [code]true[/code], the button will highlight for a short amount of time when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate without any visual feedback.
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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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<param 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 [param button_pressed] 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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