Buttons (like all Control nodes) can also be created in the editor, but some situations may require creating them from code.
See also [BaseButton] which contains common properties and methods associated with this node.
[b]Note:[/b] Buttons do not interpret touch input and therefore don't support multitouch, since mouse emulation can only press one button at a given time. Use [TouchScreenButton] for buttons that trigger gameplay movement or actions, as [TouchScreenButton] supports multitouch.
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<tutorials>
<linktitle="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<linktitle="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text.
Button's icon, if text is present the icon will be placed before the text.
To edit margin and spacing of the icon, use [code]hseparation[/code] theme property of [Button] and [code]content_margin_*[/code] properties of the used [StyleBox]es.
Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum TextAlign] constants as the text alignment. If centered, text will draw on top of the icon.
Text [Color] used when the [Button] is focused. Only replaces the normal text color of the button. Disabled, hovered, and pressed states take precedence over this color.
[StyleBox] used when the [Button] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.