godot/doc/classes/TouchScreenButton.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="TouchScreenButton" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Button for touch screen devices for gameplay use.
</brief_description>
<description>
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.
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 [member ProjectSettings.input_devices/pointing/emulate_mouse_from_touch] in the Project Settings.
You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices.
</description>
<tutorials>
</tutorials>
<methods>
<method name="is_pressed" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this button is currently pressed.
</description>
</method>
</methods>
<members>
<member name="action" type="String" setter="set_action" getter="get_action" default="&quot;&quot;">
The button's action. Actions can be handled with [InputEventAction].
</member>
<member name="bitmask" type="BitMap" setter="set_bitmask" getter="get_bitmask">
The button's bitmask.
</member>
<member name="passby_press" type="bool" setter="set_passby_press" getter="is_passby_press_enabled" default="false">
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.
[b]Note:[/b] This is a "pass-by" (not "bypass") press mode.
</member>
<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
The button's shape.
</member>
<member name="shape_centered" type="bool" setter="set_shape_centered" getter="is_shape_centered" default="true">
If [code]true[/code], the button's shape is centered in the provided texture. If no texture is used, this property has no effect.
</member>
<member name="shape_visible" type="bool" setter="set_shape_visible" getter="is_shape_visible" default="true">
If [code]true[/code], the button's shape is visible in the editor.
</member>
<member name="texture_normal" type="Texture2D" setter="set_texture_normal" getter="get_texture_normal">
The button's texture for the normal state.
</member>
<member name="texture_pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed">
The button's texture for the pressed state.
</member>
<member name="visibility_mode" type="int" setter="set_visibility_mode" getter="get_visibility_mode" enum="TouchScreenButton.VisibilityMode" default="0">
The button's visibility mode. See [enum VisibilityMode] for possible values.
</member>
</members>
<signals>
<signal name="pressed">
<description>
Emitted when the button is pressed (down).
</description>
</signal>
<signal name="released">
<description>
Emitted when the button is released (up).
</description>
</signal>
</signals>
<constants>
<constant name="VISIBILITY_ALWAYS" value="0" enum="VisibilityMode">
Always visible.
</constant>
<constant name="VISIBILITY_TOUCHSCREEN_ONLY" value="1" enum="VisibilityMode">
Visible on touch screens only.
</constant>
</constants>
</class>