Merge pull request #57101 from akien-mga/basebutton-pressed-conflict
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commit
31a7ddbf83
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@ -38,7 +38,7 @@
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<return type="void" />
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<argument index="0" name="pressed" type="bool" />
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<description>
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Changes the [member pressed] state of the button, without emitting [signal 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 [member toggle_mode] is [code]true[/code].
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Changes the [member button_pressed] state of the button, without emitting [signal 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 [member toggle_mode] is [code]true[/code].
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[b]Note:[/b] This method doesn't unpress other buttons in [member button_group].
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</description>
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</method>
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@ -54,6 +54,10 @@
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Binary mask to choose which mouse buttons this button will respond to.
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To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
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</member>
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<member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
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[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
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</member>
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@ -62,10 +66,6 @@
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If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
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[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
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[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
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</member>
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<member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut">
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[Shortcut] associated to the button.
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</member>
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@ -147,7 +147,7 @@ namespace GodotTools.Build
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Icon = GetThemeIcon("StatusError", "EditorIcons"),
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ExpandIcon = false,
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ToggleMode = true,
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Pressed = true,
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ButtonPressed = true,
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FocusMode = FocusModeEnum.None
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};
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_errorsBtn.Toggled += ErrorsToggled;
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@ -159,7 +159,7 @@ namespace GodotTools.Build
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Icon = GetThemeIcon("NodeWarning", "EditorIcons"),
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ExpandIcon = false,
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ToggleMode = true,
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Pressed = true,
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ButtonPressed = true,
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FocusMode = FocusModeEnum.None
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};
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_warningsBtn.Toggled += WarningsToggled;
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@ -169,7 +169,7 @@ namespace GodotTools.Build
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{
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Text = "Show Output".TTR(),
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ToggleMode = true,
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Pressed = true,
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ButtonPressed = true,
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FocusMode = FocusModeEnum.None
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};
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_viewLogBtn.Toggled += ViewLogToggled;
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@ -428,7 +428,7 @@ namespace GodotTools
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Shortcut = buildSolutionShortcut,
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ShortcutInTooltip = true
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};
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_toolBarBuildButton.PressedSignal += BuildSolutionPressed;
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_toolBarBuildButton.Pressed += BuildSolutionPressed;
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AddControlToContainer(CustomControlContainer.Toolbar, _toolBarBuildButton);
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if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))
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@ -444,7 +444,7 @@ void BaseButton::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "button_pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
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