b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
102 lines
5.5 KiB
XML
102 lines
5.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Button" inherits="BaseButton" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Standard themed Button.
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</brief_description>
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<description>
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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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[codeblock]
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func _ready():
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var button = Button.new()
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button.text = "Click me"
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button.connect("pressed", self, "_button_pressed")
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add_child(button)
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func _button_pressed():
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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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[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>
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<tutorials>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="align" type="int" setter="set_text_align" getter="get_text_align" enum="Button.TextAlign" default="1">
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Text alignment policy for the button's text, use one of the [enum TextAlign] 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">
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When enabled, the button's icon will expand/shrink to fit the button's size while keeping its aspect.
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</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.
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</member>
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<member name="icon" type="Texture" 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 [code]hseparation[/code] theme property of [Button] and [code]content_margin_*[/code] properties of the used [StyleBox]es.
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</member>
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<member name="icon_align" type="int" setter="set_icon_align" getter="get_icon_align" enum="Button.TextAlign" 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 TextAlign] 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="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.
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</member>
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</members>
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<constants>
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<constant name="ALIGN_LEFT" value="0" enum="TextAlign">
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Align the text to the left.
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</constant>
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<constant name="ALIGN_CENTER" value="1" enum="TextAlign">
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Align the text to the center.
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</constant>
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<constant name="ALIGN_RIGHT" value="2" enum="TextAlign">
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Align the text to the right.
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</constant>
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</constants>
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<theme_items>
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<theme_item name="font_color" data_type="color" type="Color" default="Color( 0.88, 0.88, 0.88, 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_color_disabled" data_type="color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
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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_color_focus" data_type="color" type="Color" default="Color( 0.94, 0.94, 0.94, 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.
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</theme_item>
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<theme_item name="font_color_hover" data_type="color" type="Color" default="Color( 0.94, 0.94, 0.94, 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_color_pressed" 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="hseparation" data_type="constant" type="int" default="2">
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The horizontal space between [Button]'s icon and text.
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</theme_item>
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<theme_item name="font" data_type="font" type="Font">
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[Font] of the [Button]'s text.
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</theme_item>
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<theme_item name="disabled" data_type="style" type="StyleBox">
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[StyleBox] used when the [Button] is disabled.
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</theme_item>
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<theme_item name="focus" data_type="style" type="StyleBox">
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[StyleBox] used when the [Button] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.
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</theme_item>
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<theme_item name="hover" data_type="style" type="StyleBox">
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[StyleBox] used when the [Button] is being hovered.
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</theme_item>
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<theme_item name="normal" data_type="style" type="StyleBox">
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Default [StyleBox] for the [Button].
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</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>
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</theme_items>
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</class>
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