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<?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 >
Standard themed Button.
</brief_description>
<description >
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]
[codeblock]
func _ready():
var button = Button.new()
button.text = "Click me"
button.connect("pressed", self, "_button_pressed")
add_child(button)
func _button_pressed():
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.
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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>
<tutorials >
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<link title= "2D Dodge The Creeps Demo" > https://godotengine.org/asset-library/asset/515</link>
<link title= "OS Test Demo" > https://godotengine.org/asset-library/asset/677</link>
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</tutorials>
<methods >
</methods>
<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" >
When enabled, the button's icon will expand/shrink to fit the button's size while keeping its aspect.
</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.
</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" >
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.
</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.
</member>
</members>
<constants >
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<constant name= "ALIGN_LEFT" value= "0" enum= "TextAlign" >
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Align the text to the left.
</constant>
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<constant name= "ALIGN_CENTER" value= "1" enum= "TextAlign" >
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Align the text to the center.
</constant>
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<constant name= "ALIGN_RIGHT" value= "2" enum= "TextAlign" >
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Align the text to the right.
</constant>
</constants>
<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 )" >
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.
</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" >
[Font] of the [Button]'s text.
</theme_item>
<theme_item name= "disabled" data_type= "style" type= "StyleBox" >
[StyleBox] used when the [Button] is disabled.
</theme_item>
<theme_item name= "focus" data_type= "style" type= "StyleBox" >
[StyleBox] used when the [Button] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.
</theme_item>
<theme_item name= "hover" data_type= "style" type= "StyleBox" >
[StyleBox] used when the [Button] is being hovered.
</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>
</theme_items>
</class>