BaseButton ​
Inherits: Control < CanvasItem < Node < Object
Inherited By: Button, LinkButton, TextureButton
Abstract base class for GUI buttons.
Description
BaseButton is an abstract base class for GUI buttons. It doesn't display anything by itself.
Properties
1 | ||
BitField[MouseButtonMask] | 1 | |
false | ||
false | ||
focus_mode | 2 (overrides Control) | |
false | ||
true | ||
true | ||
false |
Methods
void | _pressed() virtual |
void | |
get_draw_mode() const | |
is_hovered() const | |
void | set_pressed_no_signal(pressed: bool) |
Signals
button_down() 🔗
Emitted when the button starts being held down.
button_up() 🔗
Emitted when the button stops being held down.
pressed() 🔗
Emitted when the button is toggled or pressed. This is on button_down if action_mode is ACTION_MODE_BUTTON_PRESS and on button_up otherwise.
If you need to know the button's pressed state (and toggle_mode is active), use toggled instead.
toggled(toggled_on: bool) 🔗
Emitted when the button was just toggled between pressed and normal states (only if toggle_mode is active). The new state is contained in the toggled_on
argument.
Enumerations
enum DrawMode: 🔗
DrawMode DRAW_NORMAL = 0
The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons.
DrawMode DRAW_PRESSED = 1
The state of buttons are pressed.
DrawMode DRAW_HOVER = 2
The state of buttons are hovered.
DrawMode DRAW_DISABLED = 3
The state of buttons are disabled.
DrawMode DRAW_HOVER_PRESSED = 4
The state of buttons are both hovered and pressed.
enum ActionMode: 🔗
ActionMode ACTION_MODE_BUTTON_PRESS = 0
Require just a press to consider the button clicked.
ActionMode ACTION_MODE_BUTTON_RELEASE = 1
Require a press and a subsequent release before considering the button clicked.
Property Descriptions
ActionMode action_mode = 1 🔗
void set_action_mode(value: ActionMode)
ActionMode get_action_mode()
Determines when the button is considered clicked, one of the ActionMode constants.
ButtonGroup button_group 🔗
void set_button_group(value: ButtonGroup)
ButtonGroup get_button_group()
The ButtonGroup associated with the button. Not to be confused with node groups.
Note: The button will be configured as a radio button if a ButtonGroup is assigned to it.
BitField[MouseButtonMask] button_mask = 1 🔗
void set_button_mask(value: BitField[MouseButtonMask])
BitField[MouseButtonMask] get_button_mask()
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT
.
bool button_pressed = false 🔗
If true
, the button's state is pressed. Means the button is pressed down or toggled (if toggle_mode is active). Only works if toggle_mode is true
.
Note: Setting button_pressed will result in toggled to be emitted. If you want to change the pressed state without emitting that signal, use set_pressed_no_signal.
If true
, the button is in disabled state and can't be clicked or toggled.
bool keep_pressed_outside = false 🔗
If true
, the button stays pressed when moving the cursor outside the button while pressing it.
Note: This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
Shortcut associated to the button.
bool shortcut_feedback = true 🔗
If true
, the button will highlight for a short amount of time when its shortcut is activated. If false
and toggle_mode is false
, the shortcut will activate without any visual feedback.
bool shortcut_in_tooltip = true 🔗
If true
, the button will add information about its shortcut in the tooltip.
If true
, the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
Method Descriptions
void _pressed() virtual 🔗
Called when the button is pressed. If you need to know the button's pressed state (and toggle_mode is active), use _toggled instead.
void _toggled(toggled_on: bool) virtual 🔗
Called when the button is toggled (only if toggle_mode is active).
DrawMode get_draw_mode() const 🔗
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 DrawMode enum.
Returns true
if the mouse has entered the button and has not left it yet.
void set_pressed_no_signal(pressed: bool) 🔗
Changes the button_pressed state of the button, without emitting 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 toggle_mode is true
.
Note: This method doesn't unpress other buttons in button_group.