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Merge pull request #57101 from akien-mga/basebutton-pressed-conflict

Rémi Verschelde 3 anni fa
parent
commit
31a7ddbf83

+ 5 - 5
doc/classes/BaseButton.xml

@@ -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>
@@ -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>
@@ -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>

+ 3 - 3
modules/mono/editor/GodotTools/GodotTools/Build/MSBuildPanel.cs

@@ -147,7 +147,7 @@ namespace GodotTools.Build
                 Icon = GetThemeIcon("StatusError", "EditorIcons"),
                 ExpandIcon = false,
                 ToggleMode = true,
-                Pressed = true,
+                ButtonPressed = true,
                 FocusMode = FocusModeEnum.None
             };
             _errorsBtn.Toggled += ErrorsToggled;
@@ -159,7 +159,7 @@ namespace GodotTools.Build
                 Icon = GetThemeIcon("NodeWarning", "EditorIcons"),
                 ExpandIcon = false,
                 ToggleMode = true,
-                Pressed = true,
+                ButtonPressed = true,
                 FocusMode = FocusModeEnum.None
             };
             _warningsBtn.Toggled += WarningsToggled;
@@ -169,7 +169,7 @@ namespace GodotTools.Build
             {
                 Text = "Show Output".TTR(),
                 ToggleMode = true,
-                Pressed = true,
+                ButtonPressed = true,
                 FocusMode = FocusModeEnum.None
             };
             _viewLogBtn.Toggled += ViewLogToggled;

+ 1 - 1
modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs

@@ -428,7 +428,7 @@ namespace GodotTools
                 Shortcut = buildSolutionShortcut,
                 ShortcutInTooltip = true
             };
-            _toolBarBuildButton.PressedSignal += BuildSolutionPressed;
+            _toolBarBuildButton.Pressed += BuildSolutionPressed;
             AddControlToContainer(CustomControlContainer.Toolbar, _toolBarBuildButton);
 
             if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))

+ 1 - 1
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");