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Fix the bug that the sampling position is reversed, make eyedrop reusable.
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@ -1108,7 +1108,7 @@ void ColorPicker::_screen_input(const Ref<InputEvent> &p_event) {
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Ref<Image> img = r->get_texture()->get_image();
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if (img.is_valid() && !img->is_empty()) {
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Vector2 ofs = mev->get_global_position() - r->get_visible_rect().get_position();
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Color c = img->get_pixel(ofs.x, r->get_visible_rect().size.height - ofs.y);
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Color c = img->get_pixel(ofs.x, ofs.y);
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set_pick_color(c);
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}
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@ -1135,6 +1135,8 @@ void ColorPicker::_screen_pick_pressed() {
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screen->connect("gui_input", callable_mp(this, &ColorPicker::_screen_input));
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// It immediately toggles off in the first press otherwise.
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screen->call_deferred(SNAME("connect"), "hidden", Callable(btn_pick, "set_pressed"), varray(false));
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} else {
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screen->show();
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}
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screen->raise();
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#ifndef _MSC_VER
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