fix: 装备属性面板避让逻辑 + 多项功能更新
- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧 - inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域 - 包含其他累积的功能开发和测试文件
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/**************************************************************************/
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/* geometry2d.hpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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// THIS FILE IS GENERATED. EDITS WILL BE LOST.
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#pragma once
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#include <godot_cpp/core/object.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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#include <godot_cpp/variant/packed_int32_array.hpp>
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#include <godot_cpp/variant/packed_vector2_array.hpp>
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#include <godot_cpp/variant/typed_array.hpp>
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#include <godot_cpp/variant/variant.hpp>
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#include <godot_cpp/variant/vector2.hpp>
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#include <godot_cpp/variant/vector2i.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <type_traits>
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namespace godot {
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class Geometry2D : public Object {
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GDEXTENSION_CLASS(Geometry2D, Object)
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static Geometry2D *singleton;
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public:
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enum PolyBooleanOperation {
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OPERATION_UNION = 0,
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OPERATION_DIFFERENCE = 1,
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OPERATION_INTERSECTION = 2,
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OPERATION_XOR = 3,
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};
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enum PolyJoinType {
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JOIN_SQUARE = 0,
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JOIN_ROUND = 1,
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JOIN_MITER = 2,
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};
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enum PolyEndType {
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END_POLYGON = 0,
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END_JOINED = 1,
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END_BUTT = 2,
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END_SQUARE = 3,
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END_ROUND = 4,
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};
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static Geometry2D *get_singleton();
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bool is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_position, float p_circle_radius);
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float segment_intersects_circle(const Vector2 &p_segment_from, const Vector2 &p_segment_to, const Vector2 &p_circle_position, float p_circle_radius);
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Variant segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b);
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Variant line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b);
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PackedVector2Array get_closest_points_between_segments(const Vector2 &p_p1, const Vector2 &p_q1, const Vector2 &p_p2, const Vector2 &p_q2);
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Vector2 get_closest_point_to_segment(const Vector2 &p_point, const Vector2 &p_s1, const Vector2 &p_s2);
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Vector2 get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 &p_s1, const Vector2 &p_s2);
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bool point_is_inside_triangle(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_c) const;
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bool is_polygon_clockwise(const PackedVector2Array &p_polygon);
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bool is_point_in_polygon(const Vector2 &p_point, const PackedVector2Array &p_polygon);
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PackedInt32Array triangulate_polygon(const PackedVector2Array &p_polygon);
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PackedInt32Array triangulate_delaunay(const PackedVector2Array &p_points);
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PackedVector2Array convex_hull(const PackedVector2Array &p_points);
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TypedArray<PackedVector2Array> decompose_polygon_in_convex(const PackedVector2Array &p_polygon);
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TypedArray<PackedVector2Array> merge_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
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TypedArray<PackedVector2Array> clip_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
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TypedArray<PackedVector2Array> intersect_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
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TypedArray<PackedVector2Array> exclude_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
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TypedArray<PackedVector2Array> clip_polyline_with_polygon(const PackedVector2Array &p_polyline, const PackedVector2Array &p_polygon);
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TypedArray<PackedVector2Array> intersect_polyline_with_polygon(const PackedVector2Array &p_polyline, const PackedVector2Array &p_polygon);
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TypedArray<PackedVector2Array> offset_polygon(const PackedVector2Array &p_polygon, float p_delta, Geometry2D::PolyJoinType p_join_type = (Geometry2D::PolyJoinType)0);
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TypedArray<PackedVector2Array> offset_polyline(const PackedVector2Array &p_polyline, float p_delta, Geometry2D::PolyJoinType p_join_type = (Geometry2D::PolyJoinType)0, Geometry2D::PolyEndType p_end_type = (Geometry2D::PolyEndType)3);
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Dictionary make_atlas(const PackedVector2Array &p_sizes);
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TypedArray<Vector2i> bresenham_line(const Vector2i &p_from, const Vector2i &p_to);
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protected:
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template <typename T, typename B>
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static void register_virtuals() {
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Object::register_virtuals<T, B>();
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}
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~Geometry2D();
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public:
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};
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} // namespace godot
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VARIANT_ENUM_CAST(Geometry2D::PolyBooleanOperation);
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VARIANT_ENUM_CAST(Geometry2D::PolyJoinType);
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VARIANT_ENUM_CAST(Geometry2D::PolyEndType);
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