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authorRémi Verschelde <rverschelde@gmail.com>2024-03-24 01:14:51 +0100
committerRémi Verschelde <rverschelde@gmail.com>2024-03-24 01:14:51 +0100
commitcd4e4c0fccfdbfe04d91617a1bc6c4785dd6a1ec (patch)
treed675bc1f5eaaf3a69a6eb9c2bb7ec254e90f3b10 /scene/gui/texture_button.cpp
parent33cca7c65c5c3b02ffdbecfd916e27fa6bc41eb5 (diff)
parent79ba22a73f238ebd110fc5f3744c3c12a9a59475 (diff)
downloadredot-engine-cd4e4c0fccfdbfe04d91617a1bc6c4785dd6a1ec.tar.gz
Merge pull request #89111 from AThousandShips/vec_use
Use `Vector*` component-wise `min/max/clamp` functions where applicable
Diffstat (limited to 'scene/gui/texture_button.cpp')
-rw-r--r--scene/gui/texture_button.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/scene/gui/texture_button.cpp b/scene/gui/texture_button.cpp
index dcbb25c41d..0b197c8c02 100644
--- a/scene/gui/texture_button.cpp
+++ b/scene/gui/texture_button.cpp
@@ -103,8 +103,8 @@ bool TextureButton::has_point(const Point2 &p_point) const {
point *= scale;
// finally, we need to check if the point is inside a rectangle with a position >= 0,0 and a size <= mask_size
- rect.position = Point2(MAX(0, _texture_region.position.x), MAX(0, _texture_region.position.y));
- rect.size = Size2(MIN(mask_size.x, _texture_region.size.x), MIN(mask_size.y, _texture_region.size.y));
+ rect.position = Point2().max(_texture_region.position);
+ rect.size = mask_size.min(_texture_region.size);
}
if (!rect.has_point(point)) {