UIButton
A UIControl for a button, should be inside client context. Inherits from UIControl.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
text |
string |
Returns the button's label text. | Read-Write |
fontSize |
integer |
Returns the font size of the label text. | Read-Write |
isInteractable |
boolean |
Returns whether the Button can interact with the cursor (click, hover, etc). | Read-Write |
shouldClipToSize |
boolean |
Whether or not the button and its shadow should be clipped when exceeding the bounds of this control. | Read-Write |
shouldScaleToFit |
boolean |
Whether or not the button's label should scale down to fit within the bounds of this control. | Read-Write |
boundAction |
string |
Returns the name of the action binding that is toggled when the button is pressed or released, or nil if no binding has been set. |
Read-Write |
isHittable |
boolean |
When set to true , this control can receive input from the cursor and blocks input to controls behind it. When set to false , the cursor ignores this control and can interact with controls behind it. |
Read-Write |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
GetButtonColor() |
Color |
Gets the button's default color. | None |
SetButtonColor(Color) |
None |
Sets the button's default color. | None |
GetHoveredColor() |
Color |
Gets the button's color when hovered. | None |
SetHoveredColor(Color) |
None |
Sets the button's color when hovered. | None |
GetPressedColor() |
Color |
Gets the button's color when pressed. | None |
SetPressedColor(Color) |
None |
Sets the button's color when pressed. | None |
GetDisabledColor() |
Color |
Gets the button's color when it's not interactable. | None |
SetDisabledColor(Color) |
None |
Sets the button's color when it's not interactable. | None |
GetFontColor() |
Color |
Gets the font's color. | None |
SetFontColor(Color) |
None |
Sets the font's color. | None |
SetImage(string brushMUID) |
None |
Sets the image to a new MUID. You can get this MUID from an Asset Reference. | None |
SetFont(string fontId) |
None |
Sets the button's text to use the specified font asset. | None |
GetShadowColor() |
Color |
Returns the color of the button's drop shadow. | None |
SetShadowColor(Color) |
None |
Sets the color of the button's drop shadow. | None |
GetShadowOffset() |
Vector2 |
Returns the offset of the button's drop shadow in UI space. | None |
SetShadowOffset(Vector2) |
None |
Sets the offset of the button's drop shadow in UI space. | None |
GetCurrentTouchIndex() |
integer |
Returns the touch index currently interacting with this button. Returns nil if the button is not currently being interacted with. |
Client-Only |
Events
Event Name | Return Type | Description | Tags |
---|---|---|---|
clickedEvent |
Event <UIButton > |
Fired when button is clicked. This triggers on mouse-button up, if both button-down and button-up events happen inside the button hitbox. | None |
pressedEvent |
Event <UIButton > |
Fired when button is pressed. (mouse button down) | None |
releasedEvent |
Event <UIButton > |
Fired when button is released. (mouse button up) | None |
hoveredEvent |
Event <UIButton > |
Fired when button is hovered. | None |
unhoveredEvent |
Event <UIButton > |
Fired when button is unhovered. | None |
touchStartedEvent |
Event <UIButton , Vector2 location, integer touchIndex> |
Fired when the player starts touching the control on a touch input device. Parameters are the screen location of the touch and a touch index used to distinguish between separate touches on a multitouch device. | Client-Only |
touchStoppedEvent |
Event <UIButton , Vector2 location, integer touchIndex> |
Fired when the player stops touching the control on a touch input device. Parameters are the screen location from which the touch was released and a touch index used to distinguish between separate touches on a multitouch device. | Client-Only |
tappedEvent |
Event <UIButton , Vector2 location, integer touchIndex> |
Fired when the player taps the control on a touch input device. Parameters are the screen location of the tap and the touch index with which the tap was performed. | Client-Only |
flickedEvent |
Event <UIButton , number angle> |
Fired when the player performs a quick flicking gesture on the control on a touch input device. The angle parameter indicates the direction of the flick. 0 indicates a flick to the right. Values increase in degrees counter-clockwise, so 90 indicates a flick straight up, 180 indicates a flick to the left, etc. |
Client-Only |
pinchStartedEvent |
Event <UIButton > |
Fired when the player begins a pinching gesture on the control on a touch input device. Input.GetPinchValue() may be polled during the pinch gesture to determine how far the player has pinched. |
Client-Only |
pinchStoppedEvent |
Event <UIButton > |
Fired when the player ends a pinching gesture on a touch input device. | Client-Only |
rotateStartedEvent |
Event <UIButton > |
Fired when the player begins a rotating gesture on the control on a touch input device. Input.GetRotateValue() may be polled during the rotate gesture to determine how far the player has rotated. |
Client-Only |
rotateStoppedEvent |
Event <UIButton > |
Fired when the player ends a rotating gesture on a touch input device. | Client-Only |
Examples
Example using:
GetTouchPosition
GetPinchValue
GetRotateValue
pinchStartedEvent
pinchStoppedEvent
rotateStartedEvent
rotateStoppedEvent
In this example we manipulate a UI Button object with a multi-touch pinching gesture. The pinch gesture is used to move, scale and rotate a the UI Text on screen.
-- Client Script as a child of the UI Text.
local UI_OBJECT = script.parent
-- Make the UI Control hittable
UI_OBJECT.isHittable = true
local isPinching = false
local isRotating = false
local startingWidth
local startingHeight
local startingAngle
function Tick()
-- Position
local touch1 = Input.GetTouchPosition(1)
local touch2 = Input.GetTouchPosition(2)
if touch1 ~= nil and touch2 ~= nil then
local position = (touch1 + touch2) / 2
UI_OBJECT:SetAbsolutePosition(position)
end
-- Scale
if isPinching then
local pinchPercent = Input.GetPinchValue()
UI_OBJECT.width = CoreMath.Round(startingWidth * pinchPercent)
UI_OBJECT.height = CoreMath.Round(startingHeight * pinchPercent)
end
-- Rotate
if isRotating then
local angle = Input.GetRotateValue()
UI_OBJECT.rotationAngle = startingAngle + angle
end
end
local function OnPinchStarted()
isPinching = true
startingWidth = UI_OBJECT.width
startingHeight = UI_OBJECT.height
end
local function OnPinchStopped()
isPinching = false
end
-- Detect pinch gesture start/end
UI_OBJECT.pinchStartedEvent:Connect(OnPinchStarted)
UI_OBJECT.pinchStoppedEvent:Connect(OnPinchStopped)
local function OnRotateStarted()
isRotating = true
startingAngle = UI_OBJECT.rotationAngle
end
local function OnRotateStopped()
isRotating = false
end
-- Detect rotation gesture start/end
UI_OBJECT.rotateStartedEvent:Connect(OnRotateStarted)
UI_OBJECT.rotateStoppedEvent:Connect(OnRotateStopped)
See also: UIControl.SetAbsolutePosition | UIButton.isHittable | CoreObject.parent | CoreMath.Round
Example using:
clickedEvent
pressedEvent
releasedEvent
hoveredEvent
unhoveredEvent
text
This example will demonstrate how you can listen for the various events of a UI button object. This example will also show you how to change the text in a UI Button by using the text
property of the UI Button.
-- Make the cursor visible
UI.SetCursorVisible(true)
--Allow the cursor to interact with UI
UI.SetCanCursorInteractWithUI(true)
-- Get the UI button object so that its events can be listened to
local propUIButton = script:GetCustomProperty("UIButton"):WaitForObject()
-- This function will be called whenever the button is click
function OnClick(button)
print("The button has been pressed")
end
-- This function will be called whenever the player presses down on the button
function OnPress(button)
-- Change the text displayed by the button
button.text = "Button is being held"
end
-- This function will be called whenever the player releases their mouse after having
-- held it down over the button
function OnRelease(button)
-- Change the text displayed by the button
button.text = "Button was released"
end
-- This function will be called whenever the mouse passes over the button
function OnHover(button)
-- Change the text displayed by the button
button.text = "Mouse is over button"
end
-- This function will be called whenever your mouse passes off of the button
function OnUnhover(button)
-- Change the text displayed by the button
button.text = "Mouse off of button"
end
-- Bind the "OnClick" function to the "clickedEvent" of the button so that clicking on the
-- button fires the "OnClick" function
propUIButton.clickedEvent:Connect(OnClick)
-- Bind the "OnPress" function to the "pressedEvent" of the button so that the "OnPress" function
-- is fired immediately after the mouse is held down and on top of the button
propUIButton.pressedEvent:Connect(OnPress)
-- Bind the "OnRelease" function to the "releasedEvent" of the button. This will cause the "OnRelease" function
-- to be fired whenever the left mouse button is released while the mouse is above the button
propUIButton.releasedEvent:Connect(OnRelease)
-- Bind the "OnHover" function to the "hoverEvent" of the button. This will cause the "OnHover" function to be
-- fired whenever the mouse passes over the button.
propUIButton.hoveredEvent:Connect(OnHover)
-- Bind the "OnUnhover" function to the "unhoveredEvent" of the button. THis will cause the "OnUnhover" function to
-- be fired whenever the mouse leaves the button.
propUIButton.unhoveredEvent:Connect(OnUnhover)
See also: CoreObject.GetCustomProperty | UI.SetCursorVisible
Example using:
tappedEvent
flickedEvent
In this example we listen for the tapped and flicked touch gestures on the UI object. When one of those events is triggered, the pertinent information is printed to the screen.
-- Client Script as a child of the UI Button.
local UI_OBJECT = script.parent
-- Make the UI Control hittable
UI_OBJECT.isHittable = true
function OnTappedEvent(control, location, touchIndex)
UI.PrintToScreen("Tap ".. touchIndex ..": ".. tostring(location))
end
function OnFlickedEvent(control, angle)
UI.PrintToScreen("Flick: " .. angle)
end
UI_OBJECT.tappedEvent:Connect(OnTappedEvent)
UI_OBJECT.flickedEvent:Connect(OnFlickedEvent)
See also: UI.PrintToScreen | Event.Connect | UIButton.isHittable
Example using:
touchStartedEvent
touchStoppedEvent
In this example, the touch inputs on the UI object are tracked in two different ways, with a counter and with a table. Each time the amount of touches change a summary of the touch information is printed to screen.
-- Client Script as a child of the UI Button.
local UI_OBJECT = script.parent
-- Make the UI Control hittable
UI_OBJECT.isHittable = true
local touchCount = 0
local activeTouches = {}
function PrintTouchInfo()
local str = touchCount .. ": ["
local addComma = false
for id,_ in pairs(activeTouches) do
if addComma then
str = str .. ", "
end
addComma = true
str = str .. id
end
str = str .. "]"
UI.PrintToScreen(str)
end
local function OnTouchStarted(control, location, touchId)
touchCount = touchCount + 1
activeTouches[touchId] = true
PrintTouchInfo()
end
local function OnTouchStopped(control, location, touchId)
touchCount = touchCount - 1
activeTouches[touchId] = nil
PrintTouchInfo()
end
UI_OBJECT.touchStartedEvent:Connect(OnTouchStarted)
UI_OBJECT.touchStoppedEvent:Connect(OnTouchStopped)
See also: UI.PrintToScreen | Event.Connect | UIButton.isHittable
Example using:
SetButtonColor
unhoveredEvent
This example will show you how to change the color of a button by using the SetButtonColor
method. It's important to remember that colors in Core use red, gree, and blue values between 0 and 1 as opposed to values between 0 and 255.
-- Make the cursor visible
UI.SetCursorVisible(true)
--Allow the cursor to interact with UI
UI.SetCanCursorInteractWithUI(true)
-- Get the UI Button object
local propUIButton = script:GetCustomProperty("UIButton"):WaitForObject()
-- The button will switch to this color when the mouse leaves the button
local MouseOffColor = Color.New(0.5, 0.2, 0.4)
-- This function will be called whenever the mouse leaves the button and set
-- the color of the button to the color of "MouseOffColor"
function OnUnhover(button)
button:SetButtonColor(MouseOffColor)
end
-- Bind the "OnUnhover" function to the "unhoveredEvent" of the button. THis will cause the "OnUnhover" function to
-- be fired whenever the mouse leaves the button
propUIButton.unhoveredEvent:Connect(OnUnhover)
See also: Color.New | CoreObject.GetCustomProperty | UI.SetCursorVisible
Example using:
boundAction
pressedEvent
UI Buttons can be used as direct input to control the gameplay. This is especially useful for touch-screen devices, where UI Buttons can be setup as virtual controls. In this example, a UI Button has a value set for its boundAction
property. When the button is pressed, the button's pressedEvent
will callback. If the boundAction
property has been set to a valid input action (for example "Jump") then the Input actionPressedEvent
will also callback.
local UIBUTTON = script:GetCustomProperty("UIButton"):WaitForObject()
UI.SetCursorVisible(true)
UI.SetCanCursorInteractWithUI(true)
local function OnPressed()
print("Button: " .. UIBUTTON.boundAction)
end
local function OnActionPressed(player, action, value)
print("Action: " .. action .. ", value: " .. tostring(value))
end
UIBUTTON.pressedEvent:Connect(OnPressed)
Input.actionPressedEvent:Connect(OnActionPressed)
See also: Input.actionPressedEvent | CoreObject.GetCustomProperty | UI.SetCanCursorInteractWithUI