Engine API Reference
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    Class ButtonComponent

    A ButtonComponent enables a group of entities to behave like a button, with different visual states for hover and press interactions.

    Hierarchy (View Summary)

    Index

    Properties

    entity: Entity

    The Entity that this Component is attached to.

    The ComponentSystem used to create this Component.

    Accessors

    • get active(): boolean

      Gets the button's active state.

      Returns boolean

    • set active(arg: boolean): void

      Sets the button's active state. If set to false, the button will be visible but will not respond to hover or touch interactions. Defaults to true.

      Parameters

      • arg: boolean

      Returns void

    • get enabled(): boolean

      Gets the enabled state of the component.

      Returns boolean

    • set enabled(arg: boolean): void

      Sets the enabled state of the component.

      Parameters

      • arg: boolean

      Returns void

    • get fadeDuration(): number

      Gets the duration to be used when fading between tints, in milliseconds.

      Returns number

    • set fadeDuration(arg: number): void

      Sets the duration to be used when fading between tints, in milliseconds. Defaults to 0.

      Parameters

      • arg: number

      Returns void

    • get hitPadding(): Vec4

      Gets the padding to be used in hit-test calculations.

      Returns Vec4

    • set hitPadding(arg: Vec4): void

      Sets the padding to be used in hit-test calculations. Can be used to expand the bounding box so that the button is easier to tap. Defaults to [0, 0, 0, 0].

      Parameters

      Returns void

    • get hoverSpriteAsset(): Asset

      Gets the sprite to be used as the button image when the user hovers over it.

      Returns Asset

    • set hoverSpriteAsset(arg: Asset): void

      Sets the sprite to be used as the button image when the user hovers over it.

      Parameters

      Returns void

    • get hoverSpriteFrame(): number

      Gets the frame to be used from the hover sprite.

      Returns number

    • set hoverSpriteFrame(arg: number): void

      Sets the frame to be used from the hover sprite.

      Parameters

      • arg: number

      Returns void

    • get hoverTint(): Color

      Gets the tint color to be used on the button image when the user hovers over it.

      Returns Color

    • set hoverTint(arg: Color): void

      Sets the tint color to be used on the button image when the user hovers over it. Defaults to [0.75, 0.75, 0.75].

      Parameters

      Returns void

    • get imageEntity(): null | Entity

      Gets the entity to be used as the button background.

      Returns null | Entity

    • set imageEntity(arg: null | Entity): void

      Sets the entity to be used as the button background. The entity must have an ElementComponent configured as an image element.

      Parameters

      Returns void

    • get inactiveSpriteAsset(): Asset

      Gets the sprite to be used as the button image when the button is not interactive.

      Returns Asset

    • set inactiveSpriteAsset(arg: Asset): void

      Sets the sprite to be used as the button image when the button is not interactive.

      Parameters

      Returns void

    • get inactiveSpriteFrame(): number

      Gets the frame to be used from the inactive sprite.

      Returns number

    • set inactiveSpriteFrame(arg: number): void

      Sets the frame to be used from the inactive sprite.

      Parameters

      • arg: number

      Returns void

    • get inactiveTint(): Color

      Gets the tint color to be used on the button image when the button is not interactive.

      Returns Color

    • set inactiveTint(arg: Color): void

      Sets the tint color to be used on the button image when the button is not interactive. Defaults to [0.25, 0.25, 0.25].

      Parameters

      Returns void

    • get pressedSpriteAsset(): Asset

      Gets the sprite to be used as the button image when the user presses it.

      Returns Asset

    • set pressedSpriteAsset(arg: Asset): void

      Sets the sprite to be used as the button image when the user presses it.

      Parameters

      Returns void

    • get pressedSpriteFrame(): number

      Gets the frame to be used from the pressed sprite.

      Returns number

    • set pressedSpriteFrame(arg: number): void

      Sets the frame to be used from the pressed sprite.

      Parameters

      • arg: number

      Returns void

    • get pressedTint(): Color

      Gets the tint color to be used on the button image when the user presses it.

      Returns Color

    • set pressedTint(arg: Color): void

      Sets the tint color to be used on the button image when the user presses it. Defaults to [0.5, 0.5, 0.5].

      Parameters

      Returns void

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      obj.on('test', handler);

      obj.off(); // Removes all events
      obj.off('test'); // Removes all events called 'test'
      obj.off('test', handler); // Removes all handler functions, called 'test'
      obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      obj.fire('test', 1, 2); // not going to get handled

    Events

    EVENT_CLICK: string = 'click'

    Fired when the mouse is pressed and released on the component or when a touch starts and ends on the component. The handler is passed a ElementMouseEvent or ElementTouchEvent.

    entity.button.on('click', (event) => {
    console.log(`Clicked entity ${entity.name}`);
    });
    EVENT_HOVEREND: string = 'hoverend'

    Fired when the button changes state to be not hovered.

    entity.button.on('hoverend', () => {
    console.log(`Entity ${entity.name} unhovered`);
    });
    EVENT_HOVERSTART: string = 'hoverstart'

    Fired when the button changes state to be hovered.

    entity.button.on('hoverstart', () => {
    console.log(`Entity ${entity.name} hovered`);
    });
    EVENT_MOUSEDOWN: string = 'mousedown'

    Fired when the mouse is pressed while the cursor is on the component. The handler is passed a ElementMouseEvent.

    entity.button.on('mousedown', (event) => {
    console.log(`Mouse down on entity ${entity.name}`);
    });
    EVENT_MOUSEENTER: string = 'mouseenter'

    Fired when the mouse cursor enters the component. The handler is passed a ElementMouseEvent.

    entity.button.on('mouseenter', (event) => {
    console.log(`Mouse entered entity ${entity.name}`);
    });
    EVENT_MOUSELEAVE: string = 'mouseleave'

    Fired when the mouse cursor leaves the component. The handler is passed a ElementMouseEvent.

    entity.button.on('mouseleave', (event) => {
    console.log(`Mouse left entity ${entity.name}`);
    });
    EVENT_MOUSEUP: string = 'mouseup'

    Fired when the mouse is released while the cursor is on the component. The handler is passed a ElementMouseEvent.

    entity.button.on('mouseup', (event) => {
    console.log(`Mouse up on entity ${entity.name}`);
    });
    EVENT_PRESSEDEND: string = 'pressedend'

    Fired when the button changes state to be not pressed.

    entity.button.on('pressedend', () => {
    console.log(`Entity ${entity.name} unpressed`);
    });
    EVENT_PRESSEDSTART: string = 'pressedstart'

    Fired when the button changes state to be pressed.

    entity.button.on('pressedstart', () => {
    console.log(`Entity ${entity.name} pressed`);
    });
    EVENT_SELECTEND: string = 'selectend'

    Fired when a xr select ends on the component. The handler is passed a ElementSelectEvent.

    entity.button.on('selectend', (event) => {
    console.log(`Select ended on entity ${entity.name}`);
    });
    EVENT_SELECTENTER: string = 'selectenter'

    Fired when a xr select now hovering over the component. The handler is passed a ElementSelectEvent.

    entity.button.on('selectenter', (event) => {
    console.log(`Select entered entity ${entity.name}`);
    });
    EVENT_SELECTLEAVE: string = 'selectleave'

    Fired when a xr select not hovering over the component. The handler is passed a ElementSelectEvent.

    entity.button.on('selectleave', (event) => {
    console.log(`Select left entity ${entity.name}`);
    });
    EVENT_SELECTSTART: string = 'selectstart'

    Fired when a xr select starts on the component. The handler is passed a ElementSelectEvent.

    entity.button.on('selectstart', (event) => {
    console.log(`Select started on entity ${entity.name}`);
    });
    EVENT_TOUCHCANCEL: string = 'touchcancel'

    Fired when a touch is canceled on the component. The handler is passed a ElementTouchEvent.

    entity.button.on('touchcancel', (event) => {
    console.log(`Touch canceled on entity ${entity.name}`);
    });
    EVENT_TOUCHEND: string = 'touchend'

    Fired when a touch ends on the component. The handler is passed a ElementTouchEvent.

    entity.button.on('touchend', (event) => {
    console.log(`Touch ended on entity ${entity.name}`);
    });
    EVENT_TOUCHLEAVE: string = 'touchleave'

    Fired when a touch leaves the component. The handler is passed a ElementTouchEvent.

    entity.button.on('touchleave', (event) => {
    console.log(`Touch left entity ${entity.name}`);
    });
    EVENT_TOUCHSTART: string = 'touchstart'

    Fired when a touch starts on the component. The handler is passed a ElementTouchEvent.

    entity.button.on('touchstart', (event) => {
    console.log(`Touch started on entity ${entity.name}`);
    });