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Merge pull request #57101 from akien-mga/basebutton-pressed-conflict
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akien-mga authored Jan 23, 2022
2 parents 81c28dd + bd4d57e commit 31a7ddb
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Showing 4 changed files with 10 additions and 10 deletions.
10 changes: 5 additions & 5 deletions doc/classes/BaseButton.xml
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@
<return type="void" />
<argument index="0" name="pressed" type="bool" />
<description>
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].
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].
[b]Note:[/b] This method doesn't unpress other buttons in [member button_group].
</description>
</method>
Expand All @@ -54,6 +54,10 @@
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
</member>
<member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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].
[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].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
</member>
Expand All @@ -62,10 +66,6 @@
If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
[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.
</member>
<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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].
[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].
</member>
<member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut">
[Shortcut] associated to the button.
</member>
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Original file line number Diff line number Diff line change
Expand Up @@ -147,7 +147,7 @@ public override void _Ready()
Icon = GetThemeIcon("StatusError", "EditorIcons"),
ExpandIcon = false,
ToggleMode = true,
Pressed = true,
ButtonPressed = true,
FocusMode = FocusModeEnum.None
};
_errorsBtn.Toggled += ErrorsToggled;
Expand All @@ -159,7 +159,7 @@ public override void _Ready()
Icon = GetThemeIcon("NodeWarning", "EditorIcons"),
ExpandIcon = false,
ToggleMode = true,
Pressed = true,
ButtonPressed = true,
FocusMode = FocusModeEnum.None
};
_warningsBtn.Toggled += WarningsToggled;
Expand All @@ -169,7 +169,7 @@ public override void _Ready()
{
Text = "Show Output".TTR(),
ToggleMode = true,
Pressed = true,
ButtonPressed = true,
FocusMode = FocusModeEnum.None
};
_viewLogBtn.Toggled += ViewLogToggled;
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Original file line number Diff line number Diff line change
Expand Up @@ -428,7 +428,7 @@ public override void _EnablePlugin()
Shortcut = buildSolutionShortcut,
ShortcutInTooltip = true
};
_toolBarBuildButton.PressedSignal += BuildSolutionPressed;
_toolBarBuildButton.Pressed += BuildSolutionPressed;
AddControlToContainer(CustomControlContainer.Toolbar, _toolBarBuildButton);

if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))
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2 changes: 1 addition & 1 deletion scene/gui/base_button.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -444,7 +444,7 @@ void BaseButton::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "button_pressed"), "set_pressed", "is_pressed");
ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
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