That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
328 lines
8.2 KiB
C++
328 lines
8.2 KiB
C++
/*************************************************************************/
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/* box_container.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "box_container.h"
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#include "margin_container.h"
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#include "label.h"
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struct _MinSizeCache {
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int min_size;
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bool will_stretch;
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int final_size;
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};
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void BoxContainer::_resort() {
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/** First pass, determine minimum size AND amount of stretchable elements */
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Size2i new_size=get_size();;
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int sep=get_constant("separation");//,vertical?"VBoxContainer":"HBoxContainer");
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bool first=true;
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int children_count=0;
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int stretch_min=0;
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int stretch_avail=0;
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float stretch_ratio_total=0;
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Map<Control*,_MinSizeCache> min_size_cache;
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for(int i=0;i<get_child_count();i++) {
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Control *c=get_child(i)->cast_to<Control>();
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if (!c || !c->is_visible())
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continue;
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if (c->is_set_as_toplevel())
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continue;
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Size2i size=c->get_combined_minimum_size();
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_MinSizeCache msc;
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if (vertical) { /* VERTICAL */
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stretch_min+=size.height;
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msc.min_size=size.height;
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msc.will_stretch=c->get_v_size_flags() & SIZE_EXPAND;
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} else { /* HORIZONTAL */
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stretch_min+=size.width;
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msc.min_size=size.width;
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msc.will_stretch=c->get_h_size_flags() & SIZE_EXPAND;
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}
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if (msc.will_stretch) {
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stretch_avail+=msc.min_size;
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stretch_ratio_total+=c->get_stretch_ratio();
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}
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msc.final_size=msc.min_size;
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min_size_cache[c]=msc;
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children_count++;
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}
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if (children_count==0)
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return;
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int stretch_max = (vertical? new_size.height : new_size.width ) - (children_count-1) * sep;
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int stretch_diff = stretch_max - stretch_min;
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if (stretch_diff<0) {
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//avoid negative stretch space
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stretch_max=stretch_min;
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stretch_diff=0;
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}
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stretch_avail+=stretch_diff; //available stretch space.
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/** Second, pass sucessively to discard elements that can't be stretched, this will run while stretchable
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elements exist */
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bool has_stretched = false;
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while(stretch_ratio_total>0) { // first of all, dont even be here if no stretchable objects exist
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has_stretched = true;
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bool refit_successful=true; //assume refit-test will go well
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for(int i=0;i<get_child_count();i++) {
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Control *c=get_child(i)->cast_to<Control>();
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if (!c || !c->is_visible())
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continue;
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if (c->is_set_as_toplevel())
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continue;
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ERR_FAIL_COND(!min_size_cache.has(c));
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_MinSizeCache &msc=min_size_cache[c];
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if (msc.will_stretch) { //wants to stretch
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//let's see if it can really stretch
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int final_pixel_size=stretch_avail * c->get_stretch_ratio() / stretch_ratio_total;
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if (final_pixel_size<msc.min_size) {
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//if available stretching area is too small for widget,
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//then remove it from stretching area
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msc.will_stretch=false;
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stretch_ratio_total-=c->get_stretch_ratio();
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refit_successful=false;
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stretch_avail-=msc.min_size;
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msc.final_size=msc.min_size;
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break;
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} else {
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msc.final_size=final_pixel_size;
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}
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}
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}
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if (refit_successful) //uf refit went well, break
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break;
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}
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/** Final pass, draw and stretch elements **/
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int ofs=0;
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if (!has_stretched) {
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switch (align) {
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case ALIGN_BEGIN:
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break;
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case ALIGN_CENTER:
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ofs = stretch_diff / 2;
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break;
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case ALIGN_END:
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ofs = stretch_diff;
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break;
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}
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}
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first=true;
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int idx=0;
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for(int i=0;i<get_child_count();i++) {
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Control *c=get_child(i)->cast_to<Control>();
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if (!c || !c->is_visible())
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continue;
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if (c->is_set_as_toplevel())
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continue;
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_MinSizeCache &msc=min_size_cache[c];
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if (first)
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first=false;
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else
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ofs+=sep;
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int from=ofs;
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int to=ofs+msc.final_size;
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if (msc.will_stretch && idx==children_count-1) {
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//adjust so the last one always fits perfect
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//compensating for numerical imprecision
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to=vertical?new_size.height:new_size.width;
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}
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int size=to-from;
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Rect2 rect;
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if (vertical) {
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rect=Rect2(0,from,new_size.width,size);
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} else {
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rect=Rect2(from,0,size,new_size.height);
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}
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fit_child_in_rect(c,rect);
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ofs=to;
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idx++;
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}
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}
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Size2 BoxContainer::get_minimum_size() const {
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/* Calculate MINIMUM SIZE */
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Size2i minimum;
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int sep=get_constant("separation");//,vertical?"VBoxContainer":"HBoxContainer");
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bool first=true;
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for(int i=0;i<get_child_count();i++) {
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Control *c=get_child(i)->cast_to<Control>();
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if (!c)
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continue;
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if (c->is_set_as_toplevel())
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continue;
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if (c->is_hidden()) {
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continue;
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}
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Size2i size=c->get_combined_minimum_size();
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if (vertical) { /* VERTICAL */
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if ( size.width > minimum.width ) {
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minimum.width=size.width;
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}
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minimum.height+=size.height+(first?0:sep);
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} else { /* HORIZONTAL */
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if ( size.height > minimum.height ) {
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minimum.height=size.height;
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}
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minimum.width+=size.width+(first?0:sep);
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}
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first=false;
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}
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return minimum;
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}
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void BoxContainer::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_SORT_CHILDREN: {
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_resort();
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} break;
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}
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}
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void BoxContainer::set_alignment(AlignMode p_align) {
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align = p_align;
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_resort();
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}
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BoxContainer::AlignMode BoxContainer::get_alignment() const {
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return align;
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}
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void BoxContainer::add_spacer(bool p_begin) {
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Control *c = memnew( Control );
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c->set_stop_mouse(false);
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if (vertical)
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c->set_v_size_flags(SIZE_EXPAND_FILL);
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else
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c->set_h_size_flags(SIZE_EXPAND_FILL);
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add_child(c);
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if (p_begin)
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move_child(c,0);
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}
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BoxContainer::BoxContainer(bool p_vertical) {
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vertical=p_vertical;
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align = ALIGN_BEGIN;
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// set_ignore_mouse(true);
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set_stop_mouse(false);
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}
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void BoxContainer::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("add_spacer","begin"),&BoxContainer::add_spacer);
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ObjectTypeDB::bind_method(_MD("get_alignment"),&BoxContainer::get_alignment);
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ObjectTypeDB::bind_method(_MD("set_alignment","alignment"),&BoxContainer::set_alignment);
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BIND_CONSTANT( ALIGN_BEGIN );
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BIND_CONSTANT( ALIGN_CENTER );
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BIND_CONSTANT( ALIGN_END );
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ADD_PROPERTY( PropertyInfo(Variant::INT,"alignment", PROPERTY_HINT_ENUM, "Begin,Center,End"), _SCS("set_alignment"),_SCS("get_alignment") );
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}
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MarginContainer* VBoxContainer::add_margin_child(const String& p_label,Control *p_control,bool p_expand) {
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Label *l = memnew( Label );
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l->set_text(p_label);
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add_child(l);
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MarginContainer *mc = memnew( MarginContainer );
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mc->add_child(p_control);
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add_child(mc);
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if (p_expand)
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mc->set_v_size_flags(SIZE_EXPAND_FILL);
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return mc;
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}
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