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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)
		
	
			
		
			
				
	
	
		
			358 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			358 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  texture_button.cpp                                                   */
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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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#include "texture_button.h"
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#include "core/typedefs.h"
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#include <stdlib.h>
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Size2 TextureButton::get_minimum_size() const {
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	Size2 rscale = Control::get_minimum_size();
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	if (!expand) {
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		if (normal.is_null()) {
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			if (pressed.is_null()) {
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				if (hover.is_null())
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					if (click_mask.is_null())
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						rscale = Size2();
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					else
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						rscale = click_mask->get_size();
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				else
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					rscale = hover->get_size();
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			} else
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				rscale = pressed->get_size();
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		} else
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			rscale = normal->get_size();
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	}
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	return rscale.abs();
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}
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bool TextureButton::has_point(const Point2 &p_point) const {
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	if (click_mask.is_valid()) {
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		Point2 point = p_point;
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		Rect2 rect = Rect2();
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		Size2 mask_size = click_mask->get_size();
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		if (_position_rect.has_no_area()) {
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			rect.size = mask_size;
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		} else if (_tile) {
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			// if the stretch mode is tile we offset the point to keep it inside the mask size
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			rect.size = mask_size;
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			if (_position_rect.has_point(point)) {
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				int cols = (int)Math::ceil(_position_rect.size.x / mask_size.x);
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				int rows = (int)Math::ceil(_position_rect.size.y / mask_size.y);
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				int col = (int)(point.x / mask_size.x) % cols;
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				int row = (int)(point.y / mask_size.y) % rows;
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				point.x -= mask_size.x * col;
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				point.y -= mask_size.y * row;
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			}
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		} else {
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			// we need to transform the point from our scaled / translated image back to our mask image
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			Point2 ofs = _position_rect.position;
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			Size2 scale = mask_size / _position_rect.size;
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			switch (stretch_mode) {
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				case STRETCH_KEEP_ASPECT_COVERED: {
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					// if the stretch mode is aspect covered the image uses a texture region so we need to take that into account
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					float min = MIN(scale.x, scale.y);
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					scale.x = min;
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					scale.y = min;
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					ofs -= _texture_region.position / min;
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				} break;
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				default: {
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					// FIXME: Why a switch if we only handle one enum value?
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				}
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			}
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			// offset and scale the new point position to adjust it to the bitmask size
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			point -= ofs;
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			point *= scale;
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			// finally, we need to check if the point is inside a rectangle with a position >= 0,0 and a size <= mask_size
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			rect.position = Point2(MAX(0, _texture_region.position.x), MAX(0, _texture_region.position.y));
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			rect.size = Size2(MIN(mask_size.x, _texture_region.size.x), MIN(mask_size.y, _texture_region.size.y));
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		}
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		if (!rect.has_point(point)) {
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			return false;
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		}
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		Point2i p = point;
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		return click_mask->get_bit(p);
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	}
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	return Control::has_point(p_point);
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}
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void TextureButton::_notification(int p_what) {
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	switch (p_what) {
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		case NOTIFICATION_DRAW: {
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			DrawMode draw_mode = get_draw_mode();
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			Ref<Texture> texdraw;
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			switch (draw_mode) {
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				case DRAW_NORMAL: {
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					if (normal.is_valid())
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						texdraw = normal;
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				} break;
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				case DRAW_HOVER_PRESSED:
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				case DRAW_PRESSED: {
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					if (pressed.is_null()) {
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						if (hover.is_null()) {
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							if (normal.is_valid())
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								texdraw = normal;
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						} else
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							texdraw = hover;
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					} else
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						texdraw = pressed;
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				} break;
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				case DRAW_HOVER: {
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					if (hover.is_null()) {
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						if (pressed.is_valid() && is_pressed())
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							texdraw = pressed;
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						else if (normal.is_valid())
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							texdraw = normal;
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					} else
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						texdraw = hover;
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				} break;
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				case DRAW_DISABLED: {
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					if (disabled.is_null()) {
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						if (normal.is_valid())
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							texdraw = normal;
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					} else
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						texdraw = disabled;
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				} break;
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			}
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			if (texdraw.is_valid()) {
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				Point2 ofs;
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				Size2 size = texdraw->get_size();
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				_texture_region = Rect2(Point2(), texdraw->get_size());
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				_tile = false;
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				if (expand) {
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					switch (stretch_mode) {
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						case STRETCH_KEEP:
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							size = texdraw->get_size();
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							break;
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						case STRETCH_SCALE:
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							size = get_size();
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							break;
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						case STRETCH_TILE:
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							size = get_size();
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							_tile = true;
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							break;
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						case STRETCH_KEEP_CENTERED:
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							ofs = (get_size() - texdraw->get_size()) / 2;
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							size = texdraw->get_size();
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							break;
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						case STRETCH_KEEP_ASPECT_CENTERED:
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						case STRETCH_KEEP_ASPECT: {
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							Size2 _size = get_size();
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							float tex_width = texdraw->get_width() * _size.height / texdraw->get_height();
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							float tex_height = _size.height;
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							if (tex_width > _size.width) {
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								tex_width = _size.width;
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								tex_height = texdraw->get_height() * tex_width / texdraw->get_width();
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							}
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							if (stretch_mode == STRETCH_KEEP_ASPECT_CENTERED) {
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								ofs.x = (_size.width - tex_width) / 2;
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								ofs.y = (_size.height - tex_height) / 2;
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							}
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							size.width = tex_width;
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							size.height = tex_height;
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						} break;
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						case STRETCH_KEEP_ASPECT_COVERED: {
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							size = get_size();
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							Size2 tex_size = texdraw->get_size();
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							Size2 scale_size(size.width / tex_size.width, size.height / tex_size.height);
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							float scale = scale_size.width > scale_size.height ? scale_size.width : scale_size.height;
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							Size2 scaled_tex_size = tex_size * scale;
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							Point2 ofs2 = ((scaled_tex_size - size) / scale).abs() / 2.0f;
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							_texture_region = Rect2(ofs2, size / scale);
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						} break;
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					}
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				}
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				_position_rect = Rect2(ofs, size);
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				if (_tile) {
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					draw_texture_rect(texdraw, _position_rect, _tile);
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				} else {
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					draw_texture_rect_region(texdraw, _position_rect, _texture_region);
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				}
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			} else {
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				_position_rect = Rect2();
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			}
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			if (has_focus() && focused.is_valid()) {
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				draw_texture_rect(focused, _position_rect, false);
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			};
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		} break;
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	}
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}
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void TextureButton::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("set_normal_texture", "texture"), &TextureButton::set_normal_texture);
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	ClassDB::bind_method(D_METHOD("set_pressed_texture", "texture"), &TextureButton::set_pressed_texture);
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	ClassDB::bind_method(D_METHOD("set_hover_texture", "texture"), &TextureButton::set_hover_texture);
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	ClassDB::bind_method(D_METHOD("set_disabled_texture", "texture"), &TextureButton::set_disabled_texture);
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	ClassDB::bind_method(D_METHOD("set_focused_texture", "texture"), &TextureButton::set_focused_texture);
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	ClassDB::bind_method(D_METHOD("set_click_mask", "mask"), &TextureButton::set_click_mask);
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	ClassDB::bind_method(D_METHOD("set_expand", "p_expand"), &TextureButton::set_expand);
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	ClassDB::bind_method(D_METHOD("set_stretch_mode", "p_mode"), &TextureButton::set_stretch_mode);
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	ClassDB::bind_method(D_METHOD("get_normal_texture"), &TextureButton::get_normal_texture);
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	ClassDB::bind_method(D_METHOD("get_pressed_texture"), &TextureButton::get_pressed_texture);
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	ClassDB::bind_method(D_METHOD("get_hover_texture"), &TextureButton::get_hover_texture);
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	ClassDB::bind_method(D_METHOD("get_disabled_texture"), &TextureButton::get_disabled_texture);
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	ClassDB::bind_method(D_METHOD("get_focused_texture"), &TextureButton::get_focused_texture);
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	ClassDB::bind_method(D_METHOD("get_click_mask"), &TextureButton::get_click_mask);
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	ClassDB::bind_method(D_METHOD("get_expand"), &TextureButton::get_expand);
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	ClassDB::bind_method(D_METHOD("get_stretch_mode"), &TextureButton::get_stretch_mode);
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	ADD_GROUP("Textures", "texture_");
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_texture", "get_normal_texture");
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_pressed_texture", "get_pressed_texture");
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_hover", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_hover_texture", "get_hover_texture");
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_disabled", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_disabled_texture", "get_disabled_texture");
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_focused", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_focused_texture", "get_focused_texture");
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_click_mask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_click_mask", "get_click_mask");
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	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "expand", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_expand", "get_expand");
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	ADD_PROPERTY(PropertyInfo(Variant::INT, "stretch_mode", PROPERTY_HINT_ENUM, "Scale,Tile,Keep,Keep Centered,Keep Aspect,Keep Aspect Centered,Keep Aspect Covered"), "set_stretch_mode", "get_stretch_mode");
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	BIND_ENUM_CONSTANT(STRETCH_SCALE);
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	BIND_ENUM_CONSTANT(STRETCH_TILE);
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	BIND_ENUM_CONSTANT(STRETCH_KEEP);
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	BIND_ENUM_CONSTANT(STRETCH_KEEP_CENTERED);
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	BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT);
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	BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_CENTERED);
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	BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_COVERED);
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}
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void TextureButton::set_normal_texture(const Ref<Texture> &p_normal) {
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	normal = p_normal;
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	update();
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	minimum_size_changed();
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}
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void TextureButton::set_pressed_texture(const Ref<Texture> &p_pressed) {
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	pressed = p_pressed;
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	update();
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}
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void TextureButton::set_hover_texture(const Ref<Texture> &p_hover) {
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	hover = p_hover;
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	update();
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}
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void TextureButton::set_disabled_texture(const Ref<Texture> &p_disabled) {
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	disabled = p_disabled;
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	update();
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}
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void TextureButton::set_click_mask(const Ref<BitMap> &p_click_mask) {
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	click_mask = p_click_mask;
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	update();
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}
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Ref<Texture> TextureButton::get_normal_texture() const {
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	return normal;
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}
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Ref<Texture> TextureButton::get_pressed_texture() const {
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	return pressed;
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}
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Ref<Texture> TextureButton::get_hover_texture() const {
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	return hover;
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}
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Ref<Texture> TextureButton::get_disabled_texture() const {
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	return disabled;
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}
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Ref<BitMap> TextureButton::get_click_mask() const {
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	return click_mask;
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}
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Ref<Texture> TextureButton::get_focused_texture() const {
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	return focused;
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};
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void TextureButton::set_focused_texture(const Ref<Texture> &p_focused) {
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	focused = p_focused;
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};
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bool TextureButton::get_expand() const {
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	return expand;
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}
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void TextureButton::set_expand(bool p_expand) {
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	expand = p_expand;
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	minimum_size_changed();
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	update();
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}
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void TextureButton::set_stretch_mode(StretchMode p_stretch_mode) {
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	stretch_mode = p_stretch_mode;
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	update();
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}
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TextureButton::StretchMode TextureButton::get_stretch_mode() const {
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	return stretch_mode;
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}
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TextureButton::TextureButton() {
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	expand = false;
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	stretch_mode = STRETCH_SCALE;
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	_texture_region = Rect2();
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	_position_rect = Rect2();
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	_tile = false;
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}
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