Reference API Roblox

Engine API

Website

Related

Reference API Roblox

GuiButton

An abstract class for interactive 2D user interface elements.

This class is not creatable. Instances of this class cannot be created with Instance.new.
This class is not browsable. It is not visible in Studio's object browser.
Tags: [NotCreatable, NotBrowsable]

Member index 20

HistoryMember
553AutoButtonColor: bool
665HoverHapticEffect: HapticEffect
553Modal: bool
665PressHapticEffect: HapticEffect
578Selected: bool
553Style: ButtonStyle
483Activated(inputObject: InputObject, clickCount: int)
462MouseButton1Click()
462MouseButton1Down(x: int, y: int)
462MouseButton1Up(x: int, y: int)
462MouseButton2Click()
462MouseButton2Down(x: int, y: int)
462MouseButton2Up(x: int, y: int)
687SecondaryActivated(inputObject: InputObject)
inherited from GuiObject
553Active: bool
553AnchorPoint: Vector2
553AutomaticSize: AutomaticSize
553BackgroundColor3: Color3
553BackgroundTransparency: float
553BorderColor3: Color3
553BorderMode: BorderMode
553BorderSizePixel: int
553ClipsDescendants: bool
553Draggable: bool
588GuiState: GuiState
737InputSink: InputSink
589Interactable: bool
553LayoutOrder: int
553NextSelectionDown: GuiObject
553NextSelectionLeft: GuiObject
553NextSelectionRight: GuiObject
553NextSelectionUp: GuiObject
553Position: UDim2
553Rotation: float
553Selectable: bool
553SelectionImageObject: GuiObject
553SelectionOrder: int
553Size: UDim2
553SizeConstraint: SizeConstraint
553Visible: bool
553ZIndex: int
462TweenPosition(endPosition: UDim2, easingDirection: EasingDirection = Out, easingStyle: EasingStyle = Quad, time: float = 1, override: bool = false, callback: Function = nil): bool
713TweenPositionInternal(endPosition: UDim2, easingDirection: EasingDirection = Out, easingStyle: EasingStyle = Quad, time: float = 1, override: bool = false, callback: Function = nil): bool
462TweenSize(endSize: UDim2, easingDirection: EasingDirection = Out, easingStyle: EasingStyle = Quad, time: float = 1, override: bool = false, callback: Function = nil): bool
462TweenSizeAndPosition(endSize: UDim2, endPosition: UDim2, easingDirection: EasingDirection = Out, easingStyle: EasingStyle = Quad, time: float = 1, override: bool = false, callback: Function = nil): bool
713TweenSizeAndPositionInternal(endSize: UDim2, endPosition: UDim2, easingDirection: EasingDirection = Out, easingStyle: EasingStyle = Quad, time: float = 1, override: bool = false, callback: Function = nil): bool
713TweenSizeInternal(endSize: UDim2, easingDirection: EasingDirection = Out, easingStyle: EasingStyle = Quad, time: float = 1, override: bool = false, callback: Function = nil): bool
462DragBegin(initialPosition: UDim2)
462DragStopped(x: int, y: int)
483InputBegan(input: InputObject)
483InputChanged(input: InputObject)
483InputEnded(input: InputObject)
462MouseEnter(x: int, y: int)
462MouseLeave(x: int, y: int)
462MouseMoved(x: int, y: int)
462MouseWheelBackward(x: int, y: int)
462MouseWheelForward(x: int, y: int)
462SelectionGained()
462SelectionLost()
462TouchLongPress(touchPositions: Array, state: UserInputState)
462TouchPan(touchPositions: Array, totalTranslation: Vector2, velocity: Vector2, state: UserInputState)
462TouchPinch(touchPositions: Array, scale: float, velocity: float, state: UserInputState)
462TouchRotate(touchPositions: Array, rotation: float, velocity: float, state: UserInputState)
462TouchSwipe(swipeDirection: SwipeDirection, numberOfTouches: int)
462TouchTap(touchPositions: Array)
inherited from GuiBase2d
553AbsolutePosition: Vector2
553AbsoluteRotation: float
553AbsoluteSize: Vector2
553AutoLocalize: bool
553RootLocalizationTable: LocalizationTable
553SelectionBehaviorDown: SelectionBehavior
553SelectionBehaviorLeft: SelectionBehavior
553SelectionBehaviorRight: SelectionBehavior
553SelectionBehaviorUp: SelectionBehavior
553SelectionGroup: bool
525SelectionChanged(amISelected: bool, previousSelection: GuiObject, newSelection: GuiObject)
inherited from Instance
553Archivable: bool
670Capabilities: SecurityCapabilities
723IsInSandbox: bool
553Name: string
553Parent: Instance
702PredictionMode: PredictionMode
670Sandboxed: bool
680UniqueId: UniqueId
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
707GetDescendants(): Instances
486GetFullName(): string
706GetStyled(name: string, selector: string?): Variant
657GetStyledPropertyChangedSignal(property: string): RBXScriptSignal
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
664IsPropertyModified(property: string): bool
698QueryDescendants(selector: string): Instances
573Remove(): null
576RemoveTag(tag: string): null
664ResetPropertyToDefault(property: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
648children(): Instances
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
648getChildren(): Instances
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
657StyledPropertiesChanged()
553childAdded(child: Instance)
inherited from Object
647ClassName: string
647className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
650isA(className: string): bool
647Changed(property: string)

Removed member index 1

HistoryMember
402SetVerb(verb: string): void

Description

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.

History 46

Members 20

Activated

Parameters (2)
inputObjectInputObject
clickCountint

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.

History 4

AutoButtonColor

TypeDefault
bool

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.

History 4

HoverHapticEffect

TypeDefault
HapticEffect

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).

History 1

Modal

TypeDefault
bool

If true while the GUI element is visible, the mouse will not be locked unless the right mouse button is down.

History 4

  • 553 Change Default of Modal from to
  • 486 Change ThreadSafety of Modal from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Modal from to ReadOnly
  • 47 Add Modal

MouseButton1Click

Parameters (0)
No parameters.

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.

History 2

MouseButton1Down

Parameters (2)
xint
yint

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.

History 2

MouseButton1Up

Parameters (2)
xint
yint

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.

History 2

MouseButton2Click

Parameters (0)
No parameters.

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.

History 2

MouseButton2Down

Parameters (2)
xint
yint

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.

History 2

MouseButton2Up

Parameters (2)
xint
yint

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.

History 2

PressHapticEffect

TypeDefault
HapticEffect

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).

History 1

SecondaryActivated

Parameters (1)
inputObjectInputObject

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.

History 1

Selected

TypeDefault
bool

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.

History 5

Style

TypeDefault
ButtonStyle

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.

History 4

  • 553 Change Default of Style from to
  • 486 Change ThreadSafety of Style from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Style from to ReadOnly
  • 47 Add Style

Removed members 1

SetVerb

Parameters (1)
verbstring
Returns (1)
void

History 2

Settings