class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeViewportWindowPopup PopupMenu
A modal window used to display a list of options.

PopupMenu is a modal window used to display a list of options. Useful for toolbars and context menus.

The size of a PopupMenu can be limited by using Window.max_size. If the height of the list of items is larger than the maximum height of the PopupMenu, a ScrollContainer within the popup will allow the user to scroll the contents. If no maximum size is set, or if it is set to 0, the PopupMenu height will be limited by its parent rect.

All set_* methods allow negative item indices, i.e. -1 to access the last item, -2 to select the second-to-last item, and so on.

Incremental search: Like ItemList and Tree, PopupMenu supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing ProjectSettings.gui/timers/incremental_search_max_interval_msec.

Signal id_focused<>( int id=, id:int=, ):Signal

Emitted when the user navigated to an item of some id using the ProjectSettings.input/ui_up or ProjectSettings.input/ui_down input action.

Signal id_pressed<>( int id=, id:int=, ):Signal

Emitted when an item of some id is pressed or its accelerator is activated.

Note: If id is negative (either explicitly or due to overflow), this will return the corresponding index instead.

Signal index_pressed<>( int index=, index:int=, ):Signal

Emitted when an item of some index is pressed or its accelerator is activated.

Signal menu_changed<>():Signal

Emitted when any item is added, modified or removed.

bool allow_search<>():bool

If true, allows navigating PopupMenu with letter keys.

bool hide_on_checkable_item_selection<>():bool

If true, hides the PopupMenu when a checkbox or radio button is selected.

bool hide_on_item_selection<>():bool

If true, hides the PopupMenu when an item is selected.

bool hide_on_state_item_selection<>():bool

If true, hides the PopupMenu when a state item is selected.

int item_count<>():int

The number of items currently in the list.

bool prefer_native_menu<>():bool

If true, MenuBar will use native menu when supported.

Note: If PopupMenu is linked to StatusIndicator, MenuBar, or another PopupMenu item it can use native menu regardless of this property, use is_native_menu() to check it.

float submenu_popup_delay<>():float

Sets the delay time in seconds for the submenu item to popup on mouse hovering. If the popup menu is added as a child of another (acting as a submenu), it will inherit the delay time of the parent menu item.

SystemMenus system_menu_id<>():SystemMenus

If set to one of the values of SystemMenus, this PopupMenu is bound to the special system menu. Only one PopupMenu can be bound to each special menu at a time.

bool activate_item_by_event<>( InputEvent event=, event:InputEvent=, bool for_global_only=false, for_global_only:bool=false, ):bool

Checks the provided event against the PopupMenu's shortcuts and accelerators, and activates the first item with matching events. If for_global_only is true, only shortcuts and accelerators with global set to true will be called.

Returns true if an item was successfully activated.

Note: Certain Controls, such as MenuButton, will call this method automatically.

void add_check_item<>( String label=, label:String=, int id=-1, id:int=-1, Key accel=0, accel:Key=0, ):void

Adds a new checkable item with text label.

An id can optionally be provided, as well as an accelerator (accel). If no id is provided, one will be created from the index. If no accel is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won't have any accelerator). See get_item_accelerator() for more info on accelerators.

Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked() for more info on how to control it.

void add_check_shortcut<>( Shortcut shortcut=, shortcut:Shortcut=, int id=-1, id:int=-1, bool global=false, global:bool=false, ):void

Adds a new checkable item and assigns the specified Shortcut to it. Sets the label of the checkbox to the Shortcut's name.

An id can optionally be provided. If no id is provided, one will be created from the index.

Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked() for more info on how to control it.

void add_icon_check_item<>( Texture2D texture=, texture:Texture2D=, String label=, label:String=, int id=-1, id:int=-1, Key accel=0, accel:Key=0, ):void

Adds a new checkable item with text label and icon texture.

An id can optionally be provided, as well as an accelerator (accel). If no id is provided, one will be created from the index. If no accel is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won't have any accelerator). See get_item_accelerator() for more info on accelerators.

Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked() for more info on how to control it.

void add_icon_check_shortcut<>( Texture2D texture=, texture:Texture2D=, Shortcut shortcut=, shortcut:Shortcut=, int id=-1, id:int=-1, bool global=false, global:bool=false, ):void

Adds a new checkable item and assigns the specified Shortcut and icon texture to it. Sets the label of the checkbox to the Shortcut's name.

An id can optionally be provided. If no id is provided, one will be created from the index.

Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked() for more info on how to control it.

void add_icon_item<>( Texture2D texture=, texture:Texture2D=, String label=, label:String=, int id=-1, id:int=-1, Key accel=0, accel:Key=0, ):void

Adds a new item with text label and icon texture.

An id can optionally be provided, as well as an accelerator (accel). If no id is provided, one will be created from the index. If no accel is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won't have any accelerator). See get_item_accelerator() for more info on accelerators.

void add_icon_radio_check_item<>( Texture2D texture=, texture:Texture2D=, String label=, label:String=, int id=-1, id:int=-1, Key accel=0, accel:Key=0, ):void

Same as add_icon_check_item(), but uses a radio check button.

void add_icon_radio_check_shortcut<>( Texture2D texture=, texture:Texture2D=, Shortcut shortcut=, shortcut:Shortcut=, int id=-1, id:int=-1, bool global=false, global:bool=false, ):void

Same as add_icon_check_shortcut(), but uses a radio check button.

void add_icon_shortcut<>( Texture2D texture=, texture:Texture2D=, Shortcut shortcut=, shortcut:Shortcut=, int id=-1, id:int=-1, bool global=false, global:bool=false, bool allow_echo=false, allow_echo:bool=false, ):void

Adds a new item and assigns the specified Shortcut and icon texture to it. Sets the label of the checkbox to the Shortcut's name.

An id can optionally be provided. If no id is provided, one will be created from the index.

If allow_echo is true, the shortcut can be activated with echo events.

void add_item<>( String label=, label:String=, int id=-1, id:int=-1, Key accel=0, accel:Key=0, ):void

Adds a new item with text label.

An id can optionally be provided, as well as an accelerator (accel). If no id is provided, one will be created from the index. If no accel is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won't have any accelerator). See get_item_accelerator() for more info on accelerators.

Note: The provided id is used only in id_pressed and id_focused signals. It's not related to the index arguments in e.g. set_item_checked().

void add_multistate_item<>( String label=, label:String=, int max_states=, max_states:int=, int default_state=0, default_state:int=0, int id=-1, id:int=-1, Key accel=0, accel:Key=0, ):void

Adds a new multistate item with text label.

Contrarily to normal binary items, multistate items can have more than two states, as defined by max_states. The default value is defined by default_state.

An id can optionally be provided, as well as an accelerator (accel). If no id is provided, one will be created from the index. If no accel is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won't have any accelerator). See get_item_accelerator() for more info on accelerators.

func _ready(): add_multistate_item("Item", 3, 0) index_pressed.connect(func(index: int): toggle_item_multistate(index) match get_item_multistate(index): 0: print("First state") 1: print("Second state") 2: print("Third state") )

Note: Multistate items don't update their state automatically and must be done manually. See toggle_item_multistate(), set_item_multistate() and get_item_multistate() for more info on how to control it.

void add_radio_check_item<>( String label=, label:String=, int id=-1, id:int=-1, Key accel=0, accel:Key=0, ):void

Adds a new radio check button with text label.

An id can optionally be provided, as well as an accelerator (accel). If no id is provided, one will be created from the index. If no accel is provided, then the default value of 0 (corresponding to @GlobalScope.KEY_NONE) will be assigned to the item (which means it won't have any accelerator). See get_item_accelerator() for more info on accelerators.

Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked() for more info on how to control it.

void add_radio_check_shortcut<>( Shortcut shortcut=, shortcut:Shortcut=, int id=-1, id:int=-1, bool global=false, global:bool=false, ):void

Adds a new radio check button and assigns a Shortcut to it. Sets the label of the checkbox to the Shortcut's name.

An id can optionally be provided. If no id is provided, one will be created from the index.

Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See set_item_checked() for more info on how to control it.

void add_separator<>( String label="", label:String="", int id=-1, id:int=-1, ):void

Adds a separator between items. Separators also occupy an index, which you can set by using the id parameter.

A label can optionally be provided, which will appear at the center of the separator.

void add_shortcut<>( Shortcut shortcut=, shortcut:Shortcut=, int id=-1, id:int=-1, bool global=false, global:bool=false, bool allow_echo=false, allow_echo:bool=false, ):void

Adds a Shortcut.

An id can optionally be provided. If no id is provided, one will be created from the index.

If allow_echo is true, the shortcut can be activated with echo events.

void add_submenu_item<>( String label=, label:String=, String submenu=, submenu:String=, int id=-1, id:int=-1, ):void

Deprecated: Prefer using add_submenu_node_item() instead.

Adds an item that will act as a submenu of the parent PopupMenu node when clicked. The submenu argument must be the name of an existing PopupMenu that has been added as a child to this node. This submenu will be shown when the item is clicked, hovered for long enough, or activated using the ui_select or ui_right input actions.

An id can optionally be provided. If no id is provided, one will be created from the index.

void add_submenu_node_item<>( String label=, label:String=, PopupMenu submenu=, submenu:PopupMenu=, int id=-1, id:int=-1, ):void

Adds an item that will act as a submenu of the parent PopupMenu node when clicked. This submenu will be shown when the item is clicked, hovered for long enough, or activated using the ui_select or ui_right input actions.

submenu must be either child of this PopupMenu or has no parent node (in which case it will be automatically added as a child). If the submenu popup has another parent, this method will fail.

An id can optionally be provided. If no id is provided, one will be created from the index.

void clear<>( bool free_submenus=false, free_submenus:bool=false, ):void

Removes all items from the PopupMenu. If free_submenus is true, the submenu nodes are automatically freed.

int get_focused_item<>():int

Returns the index of the currently focused item. Returns -1 if no item is focused.

Key get_item_accelerator<>( int index=, index:int=, ):Key

Returns the accelerator of the item at the given index. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The return value is an integer which is generally a combination of KeyModifierMasks and Keys using bitwise OR such as KEY_MASK_CTRL | KEY_A (Ctrl + A). If no accelerator is defined for the specified index, get_item_accelerator() returns 0 (corresponding to @GlobalScope.KEY_NONE).

Texture2D get_item_icon<>( int index=, index:int=, ):Texture2D

Returns the icon of the item at the given index.

int get_item_icon_max_width<>( int index=, index:int=, ):int

Returns the maximum allowed width of the icon for the item at the given index.

Color get_item_icon_modulate<>( int index=, index:int=, ):Color

Returns a Color modulating the item's icon at the given index.

int get_item_id<>( int index=, index:int=, ):int

Returns the ID of the item at the given index. id can be manually assigned, while index can not.

int get_item_indent<>( int index=, index:int=, ):int

Returns the horizontal offset of the item at the given index.

int get_item_index<>( int id=, id:int=, ):int

Returns the index of the item containing the specified id. Index is automatically assigned to each item by the engine and can not be set manually.

String get_item_language<>( int index=, index:int=, ):String

Returns item's text language code.

Variant get_item_metadata<>( int index=, index:int=, ):Variant

Returns the metadata of the specified item, which might be of any type. You can set it with set_item_metadata(), which provides a simple way of assigning context data to items.

int get_item_multistate<>( int index=, index:int=, ):int

Returns the state of the item at the given index.

int get_item_multistate_max<>( int index=, index:int=, ):int

Returns the max states of the item at the given index.

Shortcut get_item_shortcut<>( int index=, index:int=, ):Shortcut

Returns the Shortcut associated with the item at the given index.

String get_item_submenu<>( int index=, index:int=, ):String

Deprecated: Prefer using get_item_submenu_node() instead.

Returns the submenu name of the item at the given index. See add_submenu_item() for more info on how to add a submenu.

PopupMenu get_item_submenu_node<>( int index=, index:int=, ):PopupMenu

Returns the submenu of the item at the given index, or null if no submenu was added. See add_submenu_node_item() for more info on how to add a submenu.

String get_item_text<>( int index=, index:int=, ):String

Returns the text of the item at the given index.

TextDirection get_item_text_direction<>( int index=, index:int=, ):TextDirection

Returns item's text base writing direction.

String get_item_tooltip<>( int index=, index:int=, ):String

Returns the tooltip associated with the item at the given index.

bool is_item_checkable<>( int index=, index:int=, ):bool

Returns true if the item at the given index is checkable in some way, i.e. if it has a checkbox or radio button.

Note: Checkable items just display a checkmark or radio button, but don't have any built-in checking behavior and must be checked/unchecked manually.

bool is_item_checked<>( int index=, index:int=, ):bool

Returns true if the item at the given index is checked.

bool is_item_disabled<>( int index=, index:int=, ):bool

Returns true if the item at the given index is disabled. When it is disabled it can't be selected, or its action invoked.

See set_item_disabled() for more info on how to disable an item.

bool is_item_radio_checkable<>( int index=, index:int=, ):bool

Returns true if the item at the given index has radio button-style checkability.

Note: This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.

bool is_item_separator<>( int index=, index:int=, ):bool

Returns true if the item is a separator. If it is, it will be displayed as a line. See add_separator() for more info on how to add a separator.

bool is_item_shortcut_disabled<>( int index=, index:int=, ):bool

Returns true if the specified item's shortcut is disabled.

bool is_native_menu<>():bool

Returns true if the system native menu is supported and currently used by this PopupMenu.

bool is_system_menu<>():bool

Returns true if the menu is bound to the special system menu.

void remove_item<>( int index=, index:int=, ):void

Removes the item at the given index from the menu.

Note: The indices of items after the removed item will be shifted by one.

void scroll_to_item<>( int index=, index:int=, ):void

Moves the scroll view to make the item at the given index visible.

void set_focused_item<>( int index=, index:int=, ):void

Sets the currently focused item as the given index.

Passing -1 as the index makes so that no item is focused.

void set_item_accelerator<>( int index=, index:int=, Key accel=, accel:Key=, ):void

Sets the accelerator of the item at the given index. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. accel is generally a combination of KeyModifierMasks and Keys using bitwise OR such as KEY_MASK_CTRL | KEY_A (Ctrl + A).

void set_item_as_checkable<>( int index=, index:int=, bool enable=, enable:bool=, ):void

Sets whether the item at the given index has a checkbox. If false, sets the type of the item to plain text.

Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.

void set_item_as_radio_checkable<>( int index=, index:int=, bool enable=, enable:bool=, ):void

Sets the type of the item at the given index to radio button. If false, sets the type of the item to plain text.

void set_item_as_separator<>( int index=, index:int=, bool enable=, enable:bool=, ):void

Mark the item at the given index as a separator, which means that it would be displayed as a line. If false, sets the type of the item to plain text.

void set_item_checked<>( int index=, index:int=, bool checked=, checked:bool=, ):void

Sets the checkstate status of the item at the given index.

void set_item_disabled<>( int index=, index:int=, bool disabled=, disabled:bool=, ):void

Enables/disables the item at the given index. When it is disabled, it can't be selected and its action can't be invoked.

void set_item_icon<>( int index=, index:int=, Texture2D icon=, icon:Texture2D=, ):void

Replaces the Texture2D icon of the item at the given index.

void set_item_icon_max_width<>( int index=, index:int=, int width=, width:int=, ):void

Sets the maximum allowed width of the icon for the item at the given index. This limit is applied on top of the default size of the icon and on top of icon_max_width. The height is adjusted according to the icon's ratio.

void set_item_icon_modulate<>( int index=, index:int=, Color modulate=, modulate:Color=, ):void

Sets a modulating Color of the item's icon at the given index.

void set_item_id<>( int index=, index:int=, int id=, id:int=, ):void

Sets the id of the item at the given index.

The id is used in id_pressed and id_focused signals.

void set_item_indent<>( int index=, index:int=, int indent=, indent:int=, ):void

Sets the horizontal offset of the item at the given index.

void set_item_language<>( int index=, index:int=, String language=, language:String=, ):void

Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead.

void set_item_metadata<>( int index=, index:int=, Variant metadata=, metadata:Variant=, ):void

Sets the metadata of an item, which may be of any type. You can later get it with get_item_metadata(), which provides a simple way of assigning context data to items.

void set_item_multistate<>( int index=, index:int=, int state=, state:int=, ):void

Sets the state of a multistate item. See add_multistate_item() for details.

void set_item_multistate_max<>( int index=, index:int=, int max_states=, max_states:int=, ):void

Sets the max states of a multistate item. See add_multistate_item() for details.

void set_item_shortcut<>( int index=, index:int=, Shortcut shortcut=, shortcut:Shortcut=, bool global=false, global:bool=false, ):void

Sets a Shortcut for the item at the given index.

void set_item_shortcut_disabled<>( int index=, index:int=, bool disabled=, disabled:bool=, ):void

Disables the Shortcut of the item at the given index.

void set_item_submenu<>( int index=, index:int=, String submenu=, submenu:String=, ):void

Deprecated: Prefer using set_item_submenu_node() instead.

Sets the submenu of the item at the given index. The submenu is the name of a child PopupMenu node that would be shown when the item is clicked.

void set_item_submenu_node<>( int index=, index:int=, PopupMenu submenu=, submenu:PopupMenu=, ):void

Sets the submenu of the item at the given index. The submenu is a PopupMenu node that would be shown when the item is clicked. It must either be a child of this PopupMenu or has no parent (in which case it will be automatically added as a child). If the submenu popup has another parent, this method will fail.

void set_item_text<>( int index=, index:int=, String text=, text:String=, ):void

Sets the text of the item at the given index.

void set_item_text_direction<>( int index=, index:int=, TextDirection direction=, direction:TextDirection=, ):void

Sets item's text base writing direction.

void set_item_tooltip<>( int index=, index:int=, String tooltip=, tooltip:String=, ):void

Sets the String tooltip of the item at the given index.

void toggle_item_checked<>( int index=, index:int=, ):void

Toggles the check state of the item at the given index.

void toggle_item_multistate<>( int index=, index:int=, ):void

Cycle to the next state of a multistate item. See add_multistate_item() for details.




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