e5d0889c49
TouchScreenButton should be used for gameplay actions instead.
(cherry picked from commit f6087d3f2b
)
73 lines
3.5 KiB
XML
73 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TouchScreenButton" inherits="Node2D" version="3.2">
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<brief_description>
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Button for touch screen devices for gameplay use.
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</brief_description>
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<description>
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TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move. Unlike [Button], TouchScreenButton supports multitouch out of the box. Several TouchScreenButtons can be pressed at the same time with touch input.
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This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use [Button] nodes instead. To make button nodes react to touch events, you can enable the Emulate Mouse option in the Project Settings.
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You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="is_pressed" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if this button is currently pressed.
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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" type="String" setter="set_action" getter="get_action" default="""">
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The button's action. Actions can be handled with [InputEventAction].
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</member>
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<member name="bitmask" type="BitMap" setter="set_bitmask" getter="get_bitmask">
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The button's bitmask.
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</member>
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<member name="normal" type="Texture" setter="set_texture" getter="get_texture">
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The button's texture for the normal state.
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</member>
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<member name="passby_press" type="bool" setter="set_passby_press" getter="is_passby_press_enabled" default="false">
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If [code]true[/code], the [signal pressed] and [signal released] signals are emitted whenever a pressed finger goes in and out of the button, even if the pressure started outside the active area of the button.
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[b]Note:[/b] this is a "pass-by" (not "bypass") press mode.
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</member>
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<member name="pressed" type="Texture" setter="set_texture_pressed" getter="get_texture_pressed">
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The button's texture for the pressed state.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
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The button's shape.
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</member>
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<member name="shape_centered" type="bool" setter="set_shape_centered" getter="is_shape_centered" default="true">
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If [code]true[/code], the button's shape is centered in the provided texture. If no texture is used, this property has no effect.
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</member>
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<member name="shape_visible" type="bool" setter="set_shape_visible" getter="is_shape_visible" default="true">
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If [code]true[/code], the button's shape is visible.
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</member>
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<member name="visibility_mode" type="int" setter="set_visibility_mode" getter="get_visibility_mode" enum="TouchScreenButton.VisibilityMode" default="0">
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The button's visibility mode. See [enum VisibilityMode] for possible values.
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</member>
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</members>
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<signals>
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<signal name="pressed">
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<description>
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Emitted when the button is pressed (down).
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</description>
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</signal>
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<signal name="released">
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<description>
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Emitted when the button is released (up).
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="VISIBILITY_ALWAYS" value="0" enum="VisibilityMode">
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Always visible.
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</constant>
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<constant name="VISIBILITY_TOUCHSCREEN_ONLY" value="1" enum="VisibilityMode">
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Visible on touch screens only.
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</constant>
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</constants>
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</class>
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