-
Notifications
You must be signed in to change notification settings - Fork 0
Button
Button is a subclass of GUIControl and therefore inherits all GUIControl's functions and properties in addition to its own, which are listed below.
Button.Click()
Forces Button's OnClick event. If there is a script function bound to that event it will be run, otherwise nothing happens.
Compatibility: Supported by AGS 3.4.0 and later versions.
See Also: GUI.Click, GUI.ProcessClick
(Formerly known as AnimateButton, which is now obsolete)
Button.Animate(int view, int loop, int delay, RepeatStyle)
Animates a GUI button by playing the specified view loop on it. This could be useful for Sierra-style death animations and other effects.
LOOP from VIEW will be played on the button. The DELAY specifies the speed of the animation - larger numbers are slower. This has the same values you use with the Character.Animate and Object.Animate commands.
REPEAT determines whether the animation will loop repeatedly, or just play once and stop with the last frame showing (eOnce or eRepeat are the possible values).
You can abort an animation at any time by setting the button's NormalGraphic property, or starting a new animation on the same button.
NOTE: This command destroys the button's normal, pushed and mouseover images. If you want to return the button to normal usage after playing an animation, you will have to set the Graphic properties to restore the images.
NOTE: This command does not support flipped view frames. Any frames marked as "Flipped" will in fact be drawn normally when on a button.
Example:
btnDeathAnim.Animate(6, 2, 4, eRepeat);
will animate the 'btnDeathAnim' button using loop 2 of view 6, with a delay of 4 cycles per frame, and repeat the animation continually.
See Also: Button.Animating,
Button.Frame,
Button.Loop,
Button.View,
Button.NormalGraphic,
Character.Animate,
Object.Animate,
readonly bool Button.Animating
Returns true if the specified button is currently animating, or false otherwise.
This property is read-only. To change button's animation, use the Animate command.
Example:
btnDeathAnim.Animate(6, 2, 4, eRepeat);
while (btnDeathAnim.Animating) Wait(1);
will animate button and wait until the animation finishes.
Compatibility: Supported by AGS 3.4.1 and later versions.
See Also: Button.Animate, Button.Frame, Button.Loop, Button.View, Button.Graphic
readonly int Button.Frame
Gets the frame number that the animated button is currently set to. If the button is not currently animated, this will be 0 (in which case the Graphic property will hold its sprite number).
This property is read-only. To change button's animation, use the Animate command.
Compatibility: Supported by AGS 3.4.1 and later versions.
See Also: Button.Animating, Button.Loop, Button.View, Button.Graphic
readonly int Button.Loop
Gets the loop that the animated button is currently set to. If the button is not currently animated, this will be 0 (in which case the Graphic property will hold its sprite number).
This property is read-only. To change button's animation, use the Animate command.
Compatibility: Supported by AGS 3.4.1 and later versions.
See Also: Button.Animate, Button.Frame, Button.View, Button.Graphic
readonly int Button.View
Gets the view that the animated button is currently set to. If the button is not currently animated, this will be 0 (in which case the Graphic property will hold its sprite number).
This property is read-only. To change button's animation, use the Animate command.
Compatibility: Supported by AGS 3.4.1 and later versions.
See Also: Button.Animate, Button.Frame, Button.Loop, Button.Graphic
bool Button.ClipImage;
Gets/sets whether the button clips its image to the button boundaries.
For example, if the button is sized 30x30, but its Graphic is a 50x50 image, then this property controls whether the image is allowed to spill over the edge of the button.
The default is false, i.e. the image is not clipped.
Setting this to true can be useful in that it ensures that the button's image is not larger than the button's clickable area, which can cause confusion when it happens.
Example:
btnOK.ClipImage = true;
sets the btnOK button so that its image will be restrained to the button's clickable area.
See Also: Button.Graphic
FontType Button.Font
Gets/sets the font used by the button to display text.
The font number must correspond to one of the fonts from the Fonts pane in the AGS Editor.
Example:
btnOK.Font = eFontMain;
will change the btnOK button to use Font "Main".
See Also: Label.Font, TextBox.Font
(Formerly part of GetButtonPic, which is now obsolete)
readonly int Button.Graphic;
Gets the current image on a GUI button. If a value less than 1 is returned, then no image is currently displayed on the button.
This property is read-only; in order to set the image, you must use one of the NormalGraphic, MouseOverGraphic or PushedGraphic properties.
Example:
Display("The button is currently using sprite %d.", btnPlay.Graphic);
will display btnPlay's current sprite number.
See Also: Button.ClipImage, Button.MouseOverGraphic, Button.NormalGraphic, Button.PushedGraphic
(Formerly part of GetButtonPic, which is now obsolete)
(Formerly part of SetButtonPic, which is now obsolete)
int Button.MouseOverGraphic;
Gets/sets the button's mouse-over sprite. This can be -1, which indicates that the button does not have a mouse-over graphic.
Example:
Display("The button's mouse-over image is sprite %d.", btnPlay.MouseOverGraphic);
will display btnPlay's mouse-over sprite number.
See Also: Button.Graphic, Button.NormalGraphic, Button.PushedGraphic
(Formerly part of GetButtonPic, which is now obsolete)
(Formerly part of SetButtonPic, which is now obsolete)
int Button.NormalGraphic;
Gets/sets the button's normal sprite (i.e. the graphic used when the button is not pushed and the mouse is not over it).
Note that setting this to a different sprite will change the button's size to match the size of the new sprite.
Example:
Display("The button's normal image is sprite %d.", btnPlay.NormalGraphic);
will display btnPlay's normal sprite number.
See Also: Button.ClipImage Button.Graphic, Button.MouseOverGraphic, Button.PushedGraphic, Button.TextColor
(Formerly part of GetButtonPic, which is now obsolete)
(Formerly part of SetButtonPic, which is now obsolete)
int Button.PushedGraphic;
Gets/sets the button's pushed sprite (i.e. the graphic used when the button is pushed in by the user). This can be -1, which indicates that the button does not have a pushed image.
Example:
Display("The button's pushed image is sprite %d.", btnPlay.PushedGraphic);
will display btnPlay's pushed sprite number.
See Also: Button.Graphic, Button.MouseOverGraphic, Button.NormalGraphic
(Formerly known as SetButtonText, which is now obsolete)
(Formerly known as Button.GetText, which is now obsolete)
(Formerly known as Button.SetText, which is now obsolete)
String Button.Text;
Gets/sets the text displayed on the button.
Example:
Display("Button displayed: %s", btnController.Text);
btnController.Text = "Enable jibble";
will display the old text, then change button btnController to read 'Enable jibble'.
See Also: Button.NormalGraphic, Label.Text
Alignment Button.TextAlignment;
Gets/sets how the text is aligned relative to the button's rectangle.
If the button is displaying an image rather than text, then this property has no effect.
See Also: Standard Enumerated Types, Button.NormalGraphic
Compatibility: Supported by AGS 3.5.0 and later versions.
int Button.TextColor;
Gets/sets the text color used to display the button's text.
If the button is displaying an image rather than text, then this property has no effect.
Example:
btnRestart.TextColor = 15;
will change button 'btnRestart' to have white text.
See Also: Button.NormalGraphic
Getting Started in AGS
Editor Reference
- Music and sound
- Distributing your game
- Backing up your game
- The text parser
- Translations
- Global variables
- Custom Properties
- Plugins
- Lip sync
- New Game templates
- Debugging features
- Auto-number speech files
- Integration with Windows
- Source Control integration
Engine
Scripting
- Scripting tutorial part 1
- Scripting tutorial part 2
- Pointers in AGS
- Calling global functions from local scripts
- The script header
- String formatting
- Multiple Scripts
- Understanding blocking scripts
- Dynamic Arrays
- Extender functions
- Game variables
- Predefined global script functions
- repeatedly_execute (_always)
- Custom dialog options rendering
- Built-in enumerated types
- Script language keywords
- AudioChannel functions and properties
- AudioClip functions and properties
- Character functions and properties
- DateTime functions and properties
- Dialog functions and properties
- DialogOptionsRenderingInfo functions and properties
- DrawingSurface functions and properties
- DynamicSprite functions and properties
- File functions and properties
- Game / Global functions
- GUI functions and properties
- GUI control functions and properties
- GUI Button functions and properties
- GUI InvWindow functions and properties
- GUI Label functions and properties
- GUI List Box functions and properties
- GUI Slider properties
- GUI Text Box functions and properties
- Hotspot functions and properties
- Inventory item functions and properties
- Maths functions and properties
- Mouse functions and properties
- Multimedia functions
- Object functions and properties
- Overlay functions and properties
- Palette functions
- Parser functions
- Region functions and properties
- Room functions
- Screen functions
- Speech functions and properties
- String functions
- System functions and properties
- Text display / Speech functions
- ViewFrame functions and properties
Working on Legacy games
Upgrading from a previous version
- Upgrading to AGS 2.7
- Upgrading to AGS 2.71
- Upgrading to AGS 3.0
- Upgrading to AGS 3.1
- Upgrading to AGS 3.2
- Upgrading to AGS 3.3
- Upgrading to AGS 3.3.5
- Upgrading to AGS 3.4
- Upgrading to AGS 3.4.1
Legal Notice
Getting in touch