Roblox UtilitiesDevlHub Roblox Documentation

Class

GuiButton

NotCreatableNotBrowsable
Inherits
GuiObject › GuiBase2d › GuiBase › Instance › Object
Memory category
Gui
Subclasses
2

An abstract class for interactive 2D user interface elements.

GuiButton is an abstract class that inherits from GuiObject. It is the base class for the interactive, clickable ImageButton and TextButton objects. This class also defines several properties for interactive behavior, namely AutoButtonColor and Modal.

The most important event of a GuiButton is Activated, a multi-platform event that fires when the button is activated. When using a mouse, this means clicking the button and releasing with the cursor still over the UI object. For touch, the same applies but with a touch instead of button press. Finally, for gamepads, Activated fires if a GuiButton is selected when the A button is pressed and released. In short, this event is very useful for multi-platform user interface programming as it provides a nice general interface for a single user input.

Properties 6#

AutoButtonColorbooleanDetermines whether the button automatically changes color when the mouse hovers over or clicks on it.ReadSafe
HoverHapticEffectHapticEffectA HapticEffect instance that will play when the GuiButton is being hovered.ReadSafe
ModalbooleanIf true while the GUI element is visible, the mouse will not be locked unless the right mouse button is down.ReadSafe
PressHapticEffectHapticEffectA HapticEffect instance that will play when the GuiButton is being pressed.ReadSafe
SelectedbooleanA boolean property which indicates whether the object has been selected.ReadSafe
StyleButtonStyleSets the style of the GuiButton based on a list of pre-determined styles.ReadSafe

AutoButtonColor: boolean#

ReadSafe

This property determines whether the button automatically changes color when the user's Mouse hovers over or clicks on it. If true, the button will automatically change color when the mouse hovers over or clicks on it. If false, the button will not change.

If you would like to customize how a button changes when the user's mouse hovers over or clicks on it, consider using an ImageButton and changing the element's HoverImage and PressedImage.

Please note that this property will not have an effect on an ImageButton if its Image property is set to an image. Additionally, this property will not affect an ImageButton on mouse hover when its HoverImage is not nil, nor on mouse click if its PressedImage is not nil.

HoverHapticEffect: HapticEffect#

ReadSafe

A HapticEffect that the engine plays the first time the pointer moves over the button, when the button transitions from its idle state to its hover state. Assign a HapticEffect to give hover feedback (for example, a light effect on gamepad or mobile); leave it unset for no hover haptics.

The effect plays through the standard HapticService mixer, so whether the player actually feels vibration depends on their device and haptic settings. This property defaults to nil (no effect).

PressHapticEffect: HapticEffect#

ReadSafe

A HapticEffect that the engine plays when the button enters its pressed state. Assign a HapticEffect to give press or click feedback; leave it unset for no press haptics.

The effect plays through the standard HapticService mixer, so whether the player actually feels vibration depends on their device and haptic settings. This property defaults to nil (no effect).

Selected: boolean#

ReadSafe

When set to true, the button renders in a highlighted "selected" state instead of its normal idle appearance. This property defaults to false, and the engine never changes it automatically; set it yourself to mark a button as selected.

Selected only has a visual effect on the legacy ButtonStyle presets (the Roblox* styles) with AutoButtonColor enabled, where it swaps in the button's highlighted image. It has no effect under the default Style of Custom. It is unrelated to gamepad and controller UI navigation; the currently focused element is tracked separately by SelectedObject.

Style: ButtonStyle#

ReadSafe

Sets the button's overall appearance from a fixed set of ButtonStyle presets. The default value is Custom, which applies no built-in styling and lets you control the button's appearance entirely through properties such as BackgroundColor3 and, for an ImageButton, its images.

A legacy method of applying a fixed set of Roblox-themed button styles. The remaining presets (RobloxButton, RobloxButtonDefault, RobloxRoundButton, RobloxRoundDefaultButton, and RobloxRoundDropdownButton) render Roblox-themed button art. New interfaces should keep Custom and style the button directly. This property defaults to ButtonStyle.Custom.

Events 8#

ActivatedFires when the button is activated.
MouseButton1ClickFires when the user's mouse fully left clicks the GuiButton.
MouseButton1DownFires when the user presses their left mouse button down on the GuiButton.
MouseButton1UpFires when the user releases their left mouse button off of the GuiButton.
MouseButton2ClickFires when the user's mouse fully right clicks the GuiButton.
MouseButton2DownFires when the user presses their right mouse button down on the GuiButton.
MouseButton2UpFires when the user releases their right mouse button off of the GuiButton.
SecondaryActivatedFires when the button's "secondary" input is activated.

Activated(inputObject: InputObject, clickCount: int)#

Fires when a left click press-and-release is detected on desktop, touch release is detected on mobile, or A/cross is activated in UI navigation mode on console. The first time this method is called, clickCount will start at 0.

As this event doesn't fire on the server, it should only be used in a LocalScript, or in a Script with RunContext of RunContext.Client.

NameTypeDefaultDescription
inputObjectInputObjectAn InputObject representing the user input that activated the button.
clickCountintThe number of consecutive rapid activations, starting at 0 for the first activation and incrementing with each subsequent activation within quick succession of the previous one.

MouseButton1Click()#

This event fires when the user's mouse fully left clicks the GuiButton.

In regards to clicking, the mouse must be in bounds of the GuiButton and the mouse button must be pressed down and up again before this event fires. If the mouse leaves the bounds of the GuiButton and is released, the event will not fire. If you would like to avoid this limitation, you can use MouseButton1Down and MouseButton1Up; these events are similar but will fire whenever the user presses their left mouse button down or up, respectively.

MouseButton1Down(x: int, y: int)#

This event fires when the user presses their left mouse button down on the GuiButton.

For an event requiring the user to press and release their left mouse on a GuiButton in order for the event to fire, consider using MouseButton1Click.

NameTypeDefaultDescription
xintThe mouse's X screen coordinate in pixels.
yintThe mouse's Y screen coordinate in pixels.

MouseButton1Up(x: int, y: int)#

This event fires when the user releases their left mouse button off of the GuiButton.

For an event requiring the user to press and release their left mouse on a GuiButton in order for the event to fire, consider using MouseButton1Click.

NameTypeDefaultDescription
xintThe mouse's X screen coordinate in pixels.
yintThe mouse's Y screen coordinate in pixels.

MouseButton2Click()#

This event fires when the user's mouse fully right clicks the GuiButton.

In regards to clicking, the mouse must be in bounds of the GuiButton and the mouse button must be pressed down and up again before this event fires. If the mouse leaves the bounds of the GuiButton and is released, the event will not fire. If you would like to avoid this limitation, you can use MouseButton2Down and MouseButton2Up; these events are similar but will fire whenever the user presses their right mouse button down or up, respectively.

MouseButton2Down(x: int, y: int)#

This event fires when the user presses their right mouse button down on the GuiButton.

For an event requiring the user to press and release their right mouse on a GuiButton in order for the event to fire, consider using MouseButton2Click.

NameTypeDefaultDescription
xintThe mouse's X screen coordinate in pixels.
yintThe mouse's Y screen coordinate in pixels.

MouseButton2Up(x: int, y: int)#

This event fires when the user releases their right mouse button off of the GuiButton.

For an event requiring the user to press and release their right mouse on a GuiButton in order for the event to fire, consider using MouseButton2Click.

NameTypeDefaultDescription
xintThe mouse's X screen coordinate in pixels.
yintThe mouse's Y screen coordinate in pixels.

SecondaryActivated(inputObject: InputObject)#

Fires when a right-click press-and-release is detected from a mouse, long press is detected on a touch input, R3 is detected from a gamepad, or AltEnter is detected in UI navigation mode using keyboard.

NameTypeDefaultDescription
inputObjectInputObjectThe input object representing the alternate activation action.

Inherited members#

Inherited from GuiObject 51
Inherited from GuiBase2d 12
Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed

Subclasses 2#