Button is a subclass of GUIControl
and therefore inherits all GUIControl's functions and properties in addition to its own, which are listed below.
(Formerly known as AnimateButton
, which is now obsolete)
Button.Animate(int view, int loop, int delay, optional RepeatStyle,
optional BlockingStyle, optional Direction,
optional int frame, optional int volume)
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.
The RepeatStyle parameter sets whether the animation will continuously repeat the cycling through the frames. This can be eOnce
, in which case the animation will start from the first frame of LOOP, and go through each frame in turn until the last frame, where it will stop. If RepeatStyle
is eRepeat
, then when the last frame is reached, it will go back to the first frame and start over again with the animation.
For blocking you can pass either eBlock
(in which case the function will wait for the animation to finish before returning), or eNoBlock
(in which case the animation will start to play, but your script will continue). The default is eBlock
.
Direction specifies which way the animation plays. You can either pass eForwards
(the default) or eBackwards
.
Frame lets you specify the starting frame, which should be one of the chosen loop's frame. Note that for compatibility reasons if direction is eBackwards the animation actually begins with the previous frame. If you pass frame 0 (the default) then it will begin with the last frame in the loop.
Volume lets you specify the relative volume in percents (0-100) of the frame-linked sounds for the duration of this animation. It's 100 by default (which means - unchanged).
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.
Compatibility: Parameters BlockingStyle, Direction, frame and volume are supported only by AGS 3.6.0 and later versions.
See also: Button.Animating
,
Button.Frame
,
Button.Loop
,
Button.View
,
Button.NormalGraphic
,
Character.Animate
,
Object.Animate
,
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
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:
btnController.Text = "Enable jibble";
Will change button btnController to read "Enable jibble".
Besides a regular text, there are few special text values, called "tokens". If you assign any of these to the Button, it will update its looks automatically during the game. Currently supported are 3 tokens, that make button display selected inventory item's graphic (that is - inventory item assigned as player.ActiveInventory
). They differ in a way item's graphic is aligned:
Token | Description |
---|---|
(INV) |
Stretch to fit the button |
(INVNS) |
Draw centered at actual size |
(INVSHR) |
Stretch if too big, draw in actual size if not |
Please note that any of these work only if you assign some normal graphic to the button, in which case the inventory item is drawn on top of it.
Example:
btnSelectedInv.Text = "(INVNS)";
Will make button btnSelectedInv display active inventory item's graphic, or just its normal graphic when no inventory item is selected.
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