Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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@ -122,7 +122,7 @@ void TextureButton::_notification(int 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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Ref<Texture2D> texdraw;
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switch (draw_mode) {
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case DRAW_NORMAL: {
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@ -252,11 +252,11 @@ void TextureButton::_bind_methods() {
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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_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_texture", "get_normal_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_pressed_texture", "get_pressed_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_hover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_hover_texture", "get_hover_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_disabled", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_disabled_texture", "get_disabled_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_focused", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "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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@ -270,24 +270,24 @@ void TextureButton::_bind_methods() {
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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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void TextureButton::set_normal_texture(const Ref<Texture2D> &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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void TextureButton::set_pressed_texture(const Ref<Texture2D> &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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void TextureButton::set_hover_texture(const Ref<Texture2D> &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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void TextureButton::set_disabled_texture(const Ref<Texture2D> &p_disabled) {
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disabled = p_disabled;
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update();
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@ -298,19 +298,19 @@ void TextureButton::set_click_mask(const Ref<BitMap> &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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Ref<Texture2D> 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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Ref<Texture2D> 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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Ref<Texture2D> 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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Ref<Texture2D> TextureButton::get_disabled_texture() const {
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return disabled;
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}
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@ -319,12 +319,12 @@ 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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Ref<Texture2D> 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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void TextureButton::set_focused_texture(const Ref<Texture2D> &p_focused) {
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focused = p_focused;
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};
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