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Deprecate Redundant property enabled_focus_mode
of BaseButton see #41529 for details this closes #41529
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@ -52,7 +52,7 @@
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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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<member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" enum="Control.FocusMode" default="2">
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Focus access mode to use when switching between enabled/disabled (see [member Control.focus_mode] and [member disabled]).
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[i]Deprecated.[/i] This property has been deprecated due to redundancy and no longer has any effect when set. Please use [member Control.focus_mode] instead.
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</member>
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<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" />
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<member name="group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
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@ -326,6 +326,7 @@ void BaseButton::set_enabled_focus_mode(FocusMode p_mode) {
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if (!status.disabled) {
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set_focus_mode(p_mode);
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}
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WARN_DEPRECATED_MSG("BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.");
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}
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Control::FocusMode BaseButton::get_enabled_focus_mode() const {
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@ -140,6 +140,5 @@ void LinkButton::_bind_methods() {
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LinkButton::LinkButton() {
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underline_mode = UNDERLINE_MODE_ALWAYS;
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set_enabled_focus_mode(FOCUS_NONE);
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set_default_cursor_shape(CURSOR_POINTING_HAND);
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}
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@ -129,7 +129,6 @@ MenuButton::MenuButton() {
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set_flat(true);
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set_toggle_mode(true);
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set_disable_shortcuts(false);
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set_enabled_focus_mode(FOCUS_NONE);
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set_process_unhandled_key_input(true);
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set_action_mode(ACTION_MODE_BUTTON_PRESS);
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