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372 lines
12 KiB
YAML
372 lines
12 KiB
YAML
# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: GuiButton
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type: class
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memory_category: Gui
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summary: |
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An abstract class for interactive 2D user interface elements.
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description: |
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`Class.GuiButton` is an abstract class that inherits from `Class.GuiObject`.
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It is the base class for the interactive, clickable `Class.ImageButton` and
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`Class.TextButton` objects. This class also defines several properties for
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interactive behavior, namely `Class.GuiButton.AutoButtonColor|AutoButtonColor`
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and `Class.GuiButton.Modal|Modal`.
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The most important event of a `Class.GuiButton` is
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`Class.GuiButton.Activated|Activated`, a **multi-platform event** that fires
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when the button is activated. When using a mouse, this means clicking the
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button and releasing with the cursor still over the UI object. For touch, the
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same applies but with a touch instead of button press. Finally, for gamepads,
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`Class.GuiButton.Activated|Activated` fires if a `Class.GuiButton` is selected
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when the **A** button is pressed and released. In short, this event is very
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useful for multi-platform user interface programming as it provides a nice
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general interface for a single user input.
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code_samples: []
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inherits:
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- GuiObject
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descendants:
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- ImageButton
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- TextButton
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tags:
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- NotCreatable
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- NotBrowsable
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deprecation_message: ''
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properties:
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- name: GuiButton.AutoButtonColor
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summary: |
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Determines whether the button automatically changes color when the mouse
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hovers over or clicks on it.
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description: |
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This property determines whether the button automatically changes color
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when the user's `Class.Mouse` hovers over or clicks on it. If `true`, the
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button will automatically change color when the mouse hovers over or
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clicks on it. If `false`, the button will not change.
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If you would like to customize how a button changes when the user's mouse
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hovers over or clicks on it, consider using an `Class.ImageButton` and
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changing the element's `Class.ImageButton.HoverImage|HoverImage` and
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`Class.ImageButton.PressedImage|PressedImage`.
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Please note that this property will not have an effect on an
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`Class.ImageButton` if its `Class.ImageButton.Image|Image` property is set
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to an image. Additionally, this property will not affect an
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`Class.ImageButton` on mouse hover when its
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`Class.ImageButton.HoverImage|HoverImage` is not `nil`, nor on mouse click
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if its `Class.ImageButton.PressedImage|PressedImage` is not `nil`.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- UI
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- name: GuiButton.HoverHapticEffect
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summary: |
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A `Class.HapticEffect` instance that will play when the `Class.GuiButton`
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is being hovered.
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description: |
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A `Class.HapticEffect` instance that will play when the `Class.GuiButton`
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is being hovered.
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code_samples: []
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type: HapticEffect
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Haptic
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- UI
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- name: GuiButton.Modal
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summary: |
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If `true` while the GUI element is visible, the mouse will not be locked
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unless the right mouse button is down.
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description: |
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If `true` while the GUI element is visible, the mouse will not be locked
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unless the right mouse button is down.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- UI
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- name: GuiButton.PressHapticEffect
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summary: |
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A `Class.HapticEffect` instance that will play when the `Class.GuiButton`
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is being pressed.
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description: |
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A `Class.HapticEffect` instance that will play when the `Class.GuiButton`
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is being pressed.
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code_samples: []
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type: HapticEffect
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Haptic
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- UI
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- name: GuiButton.Selected
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summary: |
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A boolean property which indicates whether the object has been selected.
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description: |
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A boolean property which indicates whether the object has been selected.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Selection
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- UI
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- name: GuiButton.Style
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summary: |
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Sets the style of the `Class.GuiButton` based on a list of pre-determined
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styles.
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description: |
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Sets the style of the `Class.GuiButton` based on a list of pre-determined
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styles.
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code_samples: []
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type: ButtonStyle
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- UI
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methods: []
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events:
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- name: GuiButton.Activated
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summary: |
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Fires when the button is activated.
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description: |
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Fires when the button is activated. As this event doesn't fire on the
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server, it should only be used in a `Class.LocalScript`, or in a
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`Class.Script` with `Class.Script.RunContext|RunContext` of
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`Enum.RunContext.Client`.
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code_samples: []
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parameters:
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- name: inputObject
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type: InputObject
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default:
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summary: ''
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- name: clickCount
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type: int
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default:
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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- name: GuiButton.MouseButton1Click
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summary: |
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Fires when the user's mouse fully left clicks the `Class.GuiButton`.
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description: |
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This event fires when the user's mouse fully left clicks the
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`Class.GuiButton`.
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In regards to clicking, the mouse must be in bounds of the
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`Class.GuiButton` and the mouse button must be pressed down and up again
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before this event fires. If the mouse leaves the bounds of the
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`Class.GuiButton` and is released, the event will not fire. If you would
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like to avoid this limitation, you can use
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`Class.GuiButton.MouseButton1Down|MouseButton1Down` and
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`Class.GuiButton.MouseButton1Up|MouseButton1Up`; these events are similar
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but will fire whenever the user presses their left mouse button down or
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up, respectively.
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code_samples: []
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parameters: []
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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- name: GuiButton.MouseButton1Down
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summary: |
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Fires when the user presses their left mouse button down on the
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`Class.GuiButton`.
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description: |
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This event fires when the user presses their left mouse button down on the
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`Class.GuiButton`.
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For an event requiring the user to press **and** release their left mouse
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on a `Class.GuiButton` in order for the event to fire, consider using
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`Class.GuiButton.MouseButton1Click|MouseButton1Click`.
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code_samples: []
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parameters:
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- name: x
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type: int
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default:
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summary: |
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The mouse's **X** screen coordinate in pixels.
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- name: 'y'
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type: int
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default:
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summary: |
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The mouse's **Y** screen coordinate in pixels.
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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- name: GuiButton.MouseButton1Up
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summary: |
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Fires when the user releases their left mouse button off of the
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`Class.GuiButton`.
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description: |
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This event fires when the user releases their left mouse button off of the
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`Class.GuiButton`.
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For an event requiring the user to press **and** release their left mouse
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on a `Class.GuiButton` in order for the event to fire, consider using
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`Class.GuiButton.MouseButton1Click|MouseButton1Click`.
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code_samples: []
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parameters:
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- name: x
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type: int
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default:
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summary: |
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The mouse's **X** screen coordinate in pixels.
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- name: 'y'
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type: int
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default:
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summary: |
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The mouse's **Y** screen coordinate in pixels.
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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- name: GuiButton.MouseButton2Click
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summary: |
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Fires when the user's mouse fully right clicks the `Class.GuiButton`.
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description: |
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This event fires when the user's mouse fully right clicks the
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`Class.GuiButton`.
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In regards to clicking, the mouse must be in bounds of the
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`Class.GuiButton` and the mouse button must be pressed down and up again
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before this event fires. If the mouse leaves the bounds of the
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`Class.GuiButton` and is released, the event will not fire. If you would
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like to avoid this limitation, you can use
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`Class.GuiButton.MouseButton2Down|MouseButton2Down` and
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`Class.GuiButton.MouseButton2Up|MouseButton2Up`; these events are similar
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but will fire whenever the user presses their right mouse button down or
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up, respectively.
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code_samples: []
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parameters: []
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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- name: GuiButton.MouseButton2Down
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summary: |
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Fires when the user presses their right mouse button down on the
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`Class.GuiButton`.
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description: |
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This event fires when the user presses their right mouse button down on
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the `Class.GuiButton`.
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For an event requiring the user to press **and** release their right mouse
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on a `Class.GuiButton` in order for the event to fire, consider using
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`Class.GuiButton.MouseButton2Click|MouseButton2Click`.
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code_samples: []
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parameters:
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- name: x
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type: int
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default:
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summary: |
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The mouse's **X** screen coordinate in pixels.
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- name: 'y'
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type: int
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default:
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summary: |
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The mouse's **Y** screen coordinate in pixels.
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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- name: GuiButton.MouseButton2Up
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summary: |
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Fires when the user releases their right mouse button off of the
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`Class.GuiButton`.
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description: |
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This event fires when the user releases their right mouse button off of
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the `Class.GuiButton`.
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For an event requiring the user to press **and** release their right mouse
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on a `Class.GuiButton` in order for the event to fire, consider using
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`Class.GuiButton.MouseButton2Click|MouseButton2Click`.
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code_samples: []
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parameters:
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- name: x
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type: int
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default:
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summary: |
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The mouse's **X** screen coordinate in pixels.
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- name: 'y'
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type: int
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default:
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summary: |
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The mouse's **Y** screen coordinate in pixels.
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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- name: GuiButton.SecondaryActivated
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: inputObject
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type: InputObject
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default:
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- UI
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callbacks: []
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