mirror of
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171 lines
6.1 KiB
YAML
171 lines
6.1 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: PluginToolbarButton
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type: class
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memory_category: Instances
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summary: ''
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description: |
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A `PluginToolbarButton` object is created through the
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`Class.PluginToolbar:CreateButton()` function. It allows the user to initiate
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a single, one-off action in Roblox Studio through the
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`Class.PluginToolbarButton.Click|Click` event. Toolbar buttons can also be
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assigned a keyboard shortcut through Studio's **File** ⟩ **Customize
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Shortcuts** window.
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When pressed, the `Class.PluginToolbarButton.Click|Click` event fires. A
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button will also remain in the pressed state, which may be set manually using
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`Class.PluginToolbarButton:SetActive()|SetActive()`. Upon plugin activation
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(`Class.Plugin:Activate()`), buttons in all other
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`Class.PluginToolbar|PluginToolbars` will be toggled off. If all buttons in a
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toolbar are off, the toolbar's plugin is deactivated
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(`Class.Plugin:Deactivate()`).
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When the game viewport is not visible, buttons will be disabled as if their
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`Class.PluginToolbarButton.Enabled|Enabled` property were false. Disabled
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buttons are desaturated and do not respond to user clicks. By setting
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`Class.PluginToolbarButton.ClickableWhenViewportHidden|ClickableWhenViewportHidden`
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to true, you can allow plugin buttons to remain clickable, such as during
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script editing.
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code_samples: []
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inherits:
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- Instance
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descendants: []
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tags:
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- NotCreatable
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deprecation_message: ''
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properties:
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- name: PluginToolbarButton.ClickableWhenViewportHidden
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summary: |
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Determines whether the button can be clicked when the 3D viewport is
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hidden, such as when a `Class.Script` is being edited in another tab.
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description: |
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This property determines whether a `Class.PluginToolbarButton` may be
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clicked while the 3D viewport is hidden, such as when a `Class.Script` is
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being edited in another tab.
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Typically, this property should be enabled if an action triggered by a
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plugin button's `Class.PluginToolbarButton.Click|Click` event doesn't
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occur in the 3D world (`Class.Workspace`). For example, a button that
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opens a widget should have this property as `true`, since showing a widget
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is visible to the user even if the 3D view isn't visible.
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code_samples: []
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type: boolean
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tags:
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- NotReplicated
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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: Appearance
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serialization:
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can_load: true
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can_save: false
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capabilities: []
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- name: PluginToolbarButton.Enabled
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summary: |
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Determines whether the button is clickable in general.
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description: |
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This property determines whether a button is clickable in general. When
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`false`, the button will be greyed out and unclickable, preventing the
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user from firing the `Class.PluginToolbarButton.Click|Click` event.
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Buttons are enabled by default.
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When re-enabling this property, the plugin button's state won't be
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remembered from the previous state in which the user left the button in.
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Instead, it will default to the last state set by
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`Class.PluginToolbarButton:SetActive()|SetActive()` or to the inactive
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state if `Class.PluginToolbarButton:SetActive()|SetActive()` was never
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used.
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Plugins should disable their buttons when the button action isn't relevant
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in the current context. For example, a plugin button that assigns random
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colors to selected should not be enabled when the selection contains no
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parts.
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See also
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`Class.PluginToolbarButton.ClickableWhenViewportHidden|ClickableWhenViewportHidden`
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which determines whether a button is clickable when the game view is
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hidden (and not just in general).
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code_samples:
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- brickcolor-randomizer-plugin
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type: boolean
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tags:
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- NotReplicated
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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: Appearance
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serialization:
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can_load: true
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can_save: false
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capabilities: []
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- name: PluginToolbarButton.Icon
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summary: |
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Determines what icon should represent the button.
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description: |
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This property determines which `Datatype.Content` should be shown for the
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button's icon in the toolbar. When this property is not set, the button
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will instead use the button's text given by
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`Class.PluginToolbar:CreateButton()`.
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code_samples: []
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type: ContentId
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tags:
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- NotReplicated
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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: Appearance
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serialization:
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can_load: true
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can_save: false
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capabilities: []
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methods:
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- name: PluginToolbarButton:SetActive
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summary: |
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Sets the state of the plugin button.
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description: |
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This method can be used to manually set the active state of the plugin
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button.
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When the `Class.PluginToolbarButton.Enabled|Enabled` property is toggled
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back on, the button will either revert to the last state set by this
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method or default to inactive if this method hasn't been used previously.
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code_samples: []
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parameters:
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- name: active
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type: boolean
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default:
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summary: ''
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: PluginSecurity
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thread_safety: Unsafe
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capabilities: []
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events:
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- name: PluginToolbarButton.Click
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summary: |
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Fires when the user presses and releases their cursor on the button.
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description: |
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This event fires when the `Class.PluginToolbarButton` is pressed and
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released by the user.
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See also `Class.PluginToolbarButton:SetActive()|SetActive()` to manually
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set the state of the button.
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code_samples:
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- plugintoolbarbutton-click
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parameters: []
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tags: []
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deprecation_message: ''
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security: PluginSecurity
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capabilities: []
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callbacks: []
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