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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Hugo Locurcio 2020-09-23 23:34:28 +02:00 committed by Rémi Verschelde
parent 6036fdab70
commit c33373b80a
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print("Hello world!")
[/codeblock]
Buttons (like all Control nodes) can also be created in the editor, but some situations may require creating them from code.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>

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</brief_description>
<description>
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.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>

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</brief_description>
<description>
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.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>

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</brief_description>
<description>
Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>

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</brief_description>
<description>
This kind of button is primarily used when the interaction with the button causes a context change (like linking to a web page).
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>

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<description>
Special button that brings up a [PopupMenu] when clicked.
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.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>

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</brief_description>
<description>
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.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>

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<description>
[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.
The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
</tutorials>