text: /*************************************************************************/
  /*  texture_frame.cpp                                                    */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur.                 */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  #include "texture_frame.h"
  #include "servers/visual_server.h"
  
  void TextureFrame::_notification(int p_what) {
  
  	if (p_what==NOTIFICATION_DRAW) {
  
  		if (texture.is_null())
  			return;
  
  
  		Size2 s=expand?get_size():texture->get_size();
  		RID ci = get_canvas_item();
  		draw_texture_rect(texture,Rect2(Point2(),s),false,modulate);
  
  /*
  		Vector<Point2> points;
  		points.resize(4);
  		points[0]=Point2(0,0);
  		points[1]=Point2(s.x,0);
  		points[2]=Point2(s.x,s.y);
  		points[3]=Point2(0,s.y);
  		Vector<Point2> uvs;
  		uvs.resize(4);
  		uvs[0]=Point2(0,0);
  		uvs[1]=Point2(1,0);
  		uvs[2]=Point2(1,1);
  		uvs[3]=Point2(0,1);
  
  		VisualServer::get_singleton()->canvas_item_add_primitive(ci,points,Vector<Color>(),uvs,texture->get_rid());
  */
  	}
  }
  
  Size2 TextureFrame::get_minimum_size() const {
  
  	if (!expand && !texture.is_null())
  		return texture->get_size();
  	else
  		return Size2();
  }
  void TextureFrame::_bind_methods() {
  
  
  	ObjectTypeDB::bind_method(_MD("set_texture","texture"), & TextureFrame::set_texture );
  	ObjectTypeDB::bind_method(_MD("get_texture"), & TextureFrame::get_texture );
  	ObjectTypeDB::bind_method(_MD("set_modulate","modulate"), & TextureFrame::set_modulate );
  	ObjectTypeDB::bind_method(_MD("get_modulate"), & TextureFrame::get_modulate );
  	ObjectTypeDB::bind_method(_MD("set_expand","enable"), & TextureFrame::set_expand );
  	ObjectTypeDB::bind_method(_MD("has_expand"), & TextureFrame::has_expand );
  
  	ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"),_SCS("get_texture") );
  	ADD_PROPERTY( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate") );
  	ADD_PROPERTY( PropertyInfo( Variant::BOOL, "expand" ), _SCS("set_expand"),_SCS("has_expand") );
  
  }
  
  
  void TextureFrame::set_texture(const Ref<Texture>& p_tex) {
  
  	texture=p_tex;
  	update();
  	//if (texture.is_valid())
  	//	texture->set_flags(texture->get_flags()&(~Texture::FLAG_REPEAT)); //remove repeat from texture, it looks bad in sprites
  	minimum_size_changed();
  }
  
  Ref<Texture> TextureFrame::get_texture() const {
  
  	return texture;
  }
  
  void TextureFrame::set_modulate(const Color& p_tex) {
  
  	modulate=p_tex;
  	update();
  }
  
  Color TextureFrame::get_modulate() const{
  
  	return modulate;
  }
  
  
  void TextureFrame::set_expand(bool p_expand) {
  
  	expand=p_expand;
  	update();
  	minimum_size_changed();
  }
  bool TextureFrame::has_expand() const {
  
  	return expand;
  }
  
  TextureFrame::TextureFrame() {
  
  
  	expand=false;
  	modulate=Color(1,1,1,1);
  	set_ignore_mouse(true);
  }
  
  
  TextureFrame::~TextureFrame()
  {
  }
  
  
  