From bd4d57ede2c12e52ff0662d00bf0413006fc2260 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Sun, 23 Jan 2022 21:33:58 +0100 Subject: [PATCH] BaseButton: Rename `pressed` property to `button_pressed` This fixes a conflict with the `pressed` signal. The new name is temporary and only intended to solve the conflict for upcoming alpha builds. Discussions are still ongoing regarding the BaseButton API and how to rename and refactor more of its properties, signals and methods to have a clearer API in 4.0. --- doc/classes/BaseButton.xml | 10 +++++----- .../editor/GodotTools/GodotTools/Build/MSBuildPanel.cs | 6 +++--- .../editor/GodotTools/GodotTools/GodotSharpEditor.cs | 2 +- scene/gui/base_button.cpp | 2 +- 4 files changed, 10 insertions(+), 10 deletions(-) diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index 1b77a5b4d877..714af426b380 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -38,7 +38,7 @@ - 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]. @@ -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]. + + 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]. + If [code]true[/code], the button is in disabled state and can't be clicked or toggled. @@ -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. - - 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]. - [Shortcut] associated to the button. diff --git a/modules/mono/editor/GodotTools/GodotTools/Build/MSBuildPanel.cs b/modules/mono/editor/GodotTools/GodotTools/Build/MSBuildPanel.cs index e9cf7911be01..2dbc78ab77bf 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Build/MSBuildPanel.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Build/MSBuildPanel.cs @@ -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; @@ -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; @@ -169,7 +169,7 @@ public override void _Ready() { Text = "Show Output".TTR(), ToggleMode = true, - Pressed = true, + ButtonPressed = true, FocusMode = FocusModeEnum.None }; _viewLogBtn.Toggled += ViewLogToggled; diff --git a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs index 98c6881166bf..69960bdbebb6 100644 --- a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs +++ b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs @@ -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)) diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp index eee7663b0984..bcb2b0c50eec 100644 --- a/scene/gui/base_button.cpp +++ b/scene/gui/base_button.cpp @@ -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");