Module expcore.gui.buttons
Gui class define for buttons and sprite buttons [[
Functions
Button.new_button ([name]) | Creates a new button element define |
Button._prototype:set_sprites (sprite[, hovered_sprite[, clicked_sprite]]) | Adds sprites to a button making it a spirte button |
Button._prototype:set_click_filter (filter[, ...]) | Adds a click / mouse button filter to the button |
Button._prototype:set_key_filter (filter[, ...]) | Adds a control key filter to the button |
Functions
- Button.new_button ([name])
-
Creates a new button element define
Parameters:
- name string the optional debug name that can be added (optional)
Returns:
-
table
the new button element define
- Button._prototype:set_sprites (sprite[, hovered_sprite[, clicked_sprite]])
-
Adds sprites to a button making it a spirte button
Parameters:
- sprite SpritePath the sprite path for the default sprite for the button
- hovered_sprite SpritePath the sprite path for the sprite when the player hovers over the button (optional)
- clicked_sprite SpritePath the sprite path for the sprite when the player clicks the button (optional)
Returns:
-
self
returns the button define to allow chaining
- Button._prototype:set_click_filter (filter[, ...])
-
Adds a click / mouse button filter to the button
Parameters:
- filter table ?string|table either a of mouse buttons or the first mouse button to filter, with a table true means allowed
- ... table when filter is not a you can add the mouse buttons one after each other (optional)
Returns:
-
self
returns the button define to allow chaining
- Button._prototype:set_key_filter (filter[, ...])
-
Adds a control key filter to the button
Parameters:
- filter table ?string|table either a of control keys or the first control keys to filter, with a table true means allowed
- ... table when filter is not a you can add the control keyss one after each other (optional)
Returns:
-
self
returns the button define to allow chaining