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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			69 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  link_button.h                                                        */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef LINKBUTTON_H
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#define LINKBUTTON_H
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#include "scene/gui/base_button.h"
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#include "scene/resources/bit_map.h"
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class LinkButton : public BaseButton {
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	GDCLASS(LinkButton, BaseButton);
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public:
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	enum UnderlineMode {
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		UNDERLINE_MODE_ALWAYS,
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		UNDERLINE_MODE_ON_HOVER,
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		UNDERLINE_MODE_NEVER
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	};
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private:
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	String text;
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	UnderlineMode underline_mode;
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protected:
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	virtual Size2 get_minimum_size() const;
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	void _notification(int p_what);
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	static void _bind_methods();
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public:
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	void set_text(const String &p_text);
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	String get_text() const;
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	void set_underline_mode(UnderlineMode p_underline_mode);
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	UnderlineMode get_underline_mode() const;
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	LinkButton();
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};
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VARIANT_ENUM_CAST(LinkButton::UnderlineMode);
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#endif // LINKBUTTON_H
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