/** * 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. * */ declare class TouchScreenButton extends Node2D { /** * 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. * */ new(): TouchScreenButton; static "new"(): TouchScreenButton /** The button's action. Actions can be handled with [InputEventAction]. */ action: string; /** The button's bitmask. */ bitmask: BitMap; /** The button's texture for the normal state. */ normal: Texture; /** * If `true`, the [signal pressed] and [signal released] signals are emitted whenever a pressed finger goes in and out of the button, even if the pressure started outside the active area of the button. * * **Note:** This is a "pass-by" (not "bypass") press mode. * */ passby_press: boolean; /** The button's texture for the pressed state. */ pressed: Texture; /** The button's shape. */ shape: Shape2D; /** If [code]true[/code], the button's shape is centered in the provided texture. If no texture is used, this property has no effect. */ shape_centered: boolean; /** If [code]true[/code], the button's shape is visible. */ shape_visible: boolean; /** The button's visibility mode. See [enum VisibilityMode] for possible values. */ visibility_mode: int; /** Returns [code]true[/code] if this button is currently pressed. */ is_pressed(): boolean; connect>(signal: T, method: SignalFunction): number; /** * Always visible. * */ static VISIBILITY_ALWAYS: any; /** * Visible on touch screens only. * */ static VISIBILITY_TOUCHSCREEN_ONLY: any; /** * Emitted when the button is pressed (down). * */ $pressed: Signal<() => void> /** * Emitted when the button is released (up). * */ $released: Signal<() => void> }