Reference the BaseButton class explicitly in button class documentations
Users are sometimes confused as to the `pressed` property not being
visible in the Button class documentation. This is because `pressed`
is defined in BaseButton.
(cherry picked from commit 038baede5a
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print("Hello world!")
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[/codeblock]
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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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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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This kind of button is primarily used when the interaction with the button causes a context change (like linking to a web page).
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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</tutorials>
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<description>
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Special button that brings up a [PopupMenu] when clicked.
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New items can be created inside this [PopupMenu] using [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from the editor. To do so, select the [MenuButton] node, then in the toolbar at the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the popup. You will be able to give each items new properties.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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OptionButton is a type button that provides a selectable list of items when pressed. The item selected becomes the "current" item and is displayed as the button text.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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</tutorials>
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<description>
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[TextureButton] has the same functionality as [Button], except it uses sprites instead of Godot's [Theme] resource. It is faster to create, but it doesn't support localization like more complex [Control]s.
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The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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</tutorials>
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