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
This commit is contained in:
shen
2026-09-21 16:38:59 -07:00
parent 1522a8a1a1
commit c93894313a
5498 changed files with 4558004 additions and 1442 deletions
@@ -0,0 +1,80 @@
/**************************************************************************/
/* jsonrpc.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
// THIS FILE IS GENERATED. EDITS WILL BE LOST.
#pragma once
#include <godot_cpp/core/object.hpp>
#include <godot_cpp/variant/dictionary.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/variant.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Callable;
class JSONRPC : public Object {
GDEXTENSION_CLASS(JSONRPC, Object)
public:
enum ErrorCode {
PARSE_ERROR = -32700,
INVALID_REQUEST = -32600,
METHOD_NOT_FOUND = -32601,
INVALID_PARAMS = -32602,
INTERNAL_ERROR = -32603,
};
void set_method(const String &p_name, const Callable &p_callback);
Variant process_action(const Variant &p_action, bool p_recurse = false);
String process_string(const String &p_action);
Dictionary make_request(const String &p_method, const Variant &p_params, const Variant &p_id);
Dictionary make_response(const Variant &p_result, const Variant &p_id);
Dictionary make_notification(const String &p_method, const Variant &p_params);
Dictionary make_response_error(int32_t p_code, const String &p_message, const Variant &p_id = nullptr) const;
protected:
template <typename T, typename B>
static void register_virtuals() {
Object::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(JSONRPC::ErrorCode);