Inherits: BaseButton < Control < CanvasItem < Node < Object
Inherited By: CheckBox, CheckButton, ColorPickerButton, MenuButton, OptionButton
A themed button that can contain text and an icon.
Button is the standard themed button. It can contain text and an icon, and it will display them according to the current Theme.
Example of creating a button and assigning an action when pressed by code:
func _ready():
var button = Button.new()
button.text = "Click me"
button.pressed.connect(self._button_pressed)
add_child(button)
func _button_pressed():
print("Hello world!")
C#public override void _Ready()
{
var button = new Button();
button.Text = "Click me";
button.Pressed += ButtonPressed;
AddChild(button);
}
private void ButtonPressed()
{
GD.Print("Hello world!");
}
See also BaseButton which contains common properties and methods associated with this node.
Note: Buttons do not interpret touch input and therefore don't support multitouch, since mouse emulation can only press one button at a given time. Use TouchScreenButton for buttons that trigger gameplay movement or actions.
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1
Text alignment policy for the button's text, use one of the HorizontalAlignment constants.
false
When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text.
false
When enabled, the button's icon will expand/shrink to fit the button's size while keeping its aspect. See also icon_max_width.
false
Flat buttons don't display decoration.
Button's icon, if text is present the icon will be placed before the text.
To edit margin and spacing of the icon, use h_separation theme property and content_margin_* properties of the used StyleBoxes.
0
Specifies if the icon should be aligned horizontally to the left, right, or center of a button. Uses the same HorizontalAlignment constants as the text alignment. If centered horizontally and vertically, text will draw on top of the icon.
""
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
""
The button's text that will be displayed inside the button's area.
0
Base text writing direction.
0
Sets the clipping behavior when the text exceeds the node's bounding rectangle. See OverrunBehavior for a description of all modes.
1
Specifies if the icon should be aligned vertically to the top, bottom, or center of a button. Uses the same VerticalAlignment constants as the text alignment. If centered horizontally and vertically, text will draw on top of the icon.
Color(0.875, 0.875, 0.875, 1)
Default text Color of the Button.
Color(0.875, 0.875, 0.875, 0.5)
Text Color used when the Button is disabled.
Color(0.95, 0.95, 0.95, 1)
Text Color used when the Button is focused. Only replaces the normal text color of the button. Disabled, hovered, and pressed states take precedence over this color.
Color(0.95, 0.95, 0.95, 1)
Text Color used when the Button is being hovered.
Color(1, 1, 1, 1)
Text Color used when the Button is being hovered and pressed.
Color(1, 1, 1, 1)
The tint of text outline of the Button.
Color(1, 1, 1, 1)
Text Color used when the Button is being pressed.
Color(1, 1, 1, 0.4)
Icon modulate Color used when the Button is disabled.
Color(1, 1, 1, 1)
Icon modulate Color used when the Button is focused. Only replaces the normal modulate color of the button. Disabled, hovered, and pressed states take precedence over this color.
Color(1, 1, 1, 1)
Icon modulate Color used when the Button is being hovered.
Color(1, 1, 1, 1)
Icon modulate Color used when the Button is being hovered and pressed.
Color(1, 1, 1, 1)
Default icon modulate Color of the Button.
Color(1, 1, 1, 1)
Icon modulate Color used when the Button is being pressed.
4
The horizontal space between Button's icon and text. Negative values will be treated as 0 when used.
0
The maximum allowed width of the Button's icon. This limit is applied on top of the default size of the icon, or its expanded size if expand_icon is true. The height is adjusted according to the icon's ratio.
0
The size of the text outline.
Note: If using a font with FontFile.multichannel_signed_distance_field enabled, its FontFile.msdf_pixel_range must be set to at least twice the value of outline_size for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
Font of the Button's text.
Font size of the Button's text.
Default icon for the Button. Appears only if icon is not assigned.
StyleBox used when the Button is disabled.
StyleBox used when the Button is disabled (for right-to-left layouts).
StyleBox used when the Button is focused. The focus StyleBox is displayed over the base StyleBox, so a partially transparent StyleBox should be used to ensure the base StyleBox remains visible. A StyleBox that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a StyleBoxEmpty resource. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
StyleBox used when the Button is being hovered.
StyleBox used when the Button is being hovered (for right-to-left layouts).
StyleBox used when the Button is being pressed and hovered at the same time.
StyleBox used when the Button is being pressed and hovered at the same time (for right-to-left layouts).
Default StyleBox for the Button.
Default StyleBox for the Button (for right-to-left layouts).
StyleBox used when the Button is being pressed.
StyleBox used when the Button is being pressed (for right-to-left layouts).
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_button.html