Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Button for touch screen devices for gameplay use.
TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move. Unlike Button, TouchScreenButton supports multitouch out of the box. Several TouchScreenButtons can be pressed at the same time with touch input.
This node inherits from Node2D. Unlike with Control nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use Button nodes instead. To make button nodes react to touch events, you can enable the Emulate Mouse option in the Project Settings.
You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices.
is_pressed ( ) const
pressed ( )
Emitted when the button is pressed (down).
released ( )
Emitted when the button is released (up).
VisibilityMode VISIBILITY_ALWAYS =
VisibilityMode VISIBILITY_TOUCHSCREEN_ONLY =
Visible on touch screens only.
String action =
The button's action. Actions can be handled with InputEventAction.
The button's bitmask.
bool passby_press =
Note: This is a "pass-by" (not "bypass") press mode.
The button's shape.
bool shape_centered =
true, the button's shape is centered in the provided texture. If no texture is used, this property has no effect.
bool shape_visible =
true, the button's shape is visible in the editor.
The button's texture for the normal state.
The button's texture for the pressed state.