Add set_pressed_no_signal method to BaseButton
(cherry picked from commit 50c63bdc4c
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@ -39,6 +39,16 @@
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Returns [code]true[/code] if the mouse has entered the button and has not left it yet.
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</description>
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</method>
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<method name="set_pressed_no_signal">
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<return type="void">
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</return>
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<argument index="0" name="pressed" type="bool">
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</argument>
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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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[b]Note:[/b] This method doesn't unpress other buttons in its button [member group].
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</description>
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</method>
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</methods>
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<members>
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<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
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@ -63,7 +73,8 @@
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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).
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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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@ -231,6 +231,18 @@ void BaseButton::set_pressed(bool p_pressed) {
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update();
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}
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void BaseButton::set_pressed_no_signal(bool p_pressed) {
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if (!toggle_mode) {
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return;
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}
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if (status.pressed == p_pressed) {
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return;
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}
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status.pressed = p_pressed;
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update();
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}
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bool BaseButton::is_pressing() const {
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return status.press_attempt;
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}
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@ -385,6 +397,7 @@ void BaseButton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_unhandled_input"), &BaseButton::_unhandled_input);
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ClassDB::bind_method(D_METHOD("set_pressed", "pressed"), &BaseButton::set_pressed);
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ClassDB::bind_method(D_METHOD("is_pressed"), &BaseButton::is_pressed);
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ClassDB::bind_method(D_METHOD("set_pressed_no_signal", "pressed"), &BaseButton::set_pressed_no_signal);
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ClassDB::bind_method(D_METHOD("is_hovered"), &BaseButton::is_hovered);
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ClassDB::bind_method(D_METHOD("set_toggle_mode", "enabled"), &BaseButton::set_toggle_mode);
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ClassDB::bind_method(D_METHOD("is_toggle_mode"), &BaseButton::is_toggle_mode);
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@ -96,7 +96,8 @@ public:
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bool is_pressing() const; ///< return whether button is pressed (toggled in)
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bool is_hovered() const;
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void set_pressed(bool p_pressed); ///only works in toggle mode
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void set_pressed(bool p_pressed); // Only works in toggle mode.
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void set_pressed_no_signal(bool p_pressed);
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void set_toggle_mode(bool p_on);
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bool is_toggle_mode() const;
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