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:
@@ -0,0 +1,106 @@
|
||||
/**************************************************************************/
|
||||
/* light2d.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/classes/node2d.hpp>
|
||||
#include <godot_cpp/variant/color.hpp>
|
||||
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
|
||||
#include <type_traits>
|
||||
|
||||
namespace godot {
|
||||
|
||||
class Light2D : public Node2D {
|
||||
GDEXTENSION_CLASS(Light2D, Node2D)
|
||||
|
||||
public:
|
||||
enum ShadowFilter {
|
||||
SHADOW_FILTER_NONE = 0,
|
||||
SHADOW_FILTER_PCF5 = 1,
|
||||
SHADOW_FILTER_PCF13 = 2,
|
||||
};
|
||||
|
||||
enum BlendMode {
|
||||
BLEND_MODE_ADD = 0,
|
||||
BLEND_MODE_SUB = 1,
|
||||
BLEND_MODE_MIX = 2,
|
||||
};
|
||||
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
void set_editor_only(bool p_editor_only);
|
||||
bool is_editor_only() const;
|
||||
void set_color(const Color &p_color);
|
||||
Color get_color() const;
|
||||
void set_energy(float p_energy);
|
||||
float get_energy() const;
|
||||
void set_z_range_min(int32_t p_z);
|
||||
int32_t get_z_range_min() const;
|
||||
void set_z_range_max(int32_t p_z);
|
||||
int32_t get_z_range_max() const;
|
||||
void set_layer_range_min(int32_t p_layer);
|
||||
int32_t get_layer_range_min() const;
|
||||
void set_layer_range_max(int32_t p_layer);
|
||||
int32_t get_layer_range_max() const;
|
||||
void set_item_cull_mask(int32_t p_item_cull_mask);
|
||||
int32_t get_item_cull_mask() const;
|
||||
void set_item_shadow_cull_mask(int32_t p_item_shadow_cull_mask);
|
||||
int32_t get_item_shadow_cull_mask() const;
|
||||
void set_shadow_enabled(bool p_enabled);
|
||||
bool is_shadow_enabled() const;
|
||||
void set_shadow_smooth(float p_smooth);
|
||||
float get_shadow_smooth() const;
|
||||
void set_shadow_filter(Light2D::ShadowFilter p_filter);
|
||||
Light2D::ShadowFilter get_shadow_filter() const;
|
||||
void set_shadow_color(const Color &p_shadow_color);
|
||||
Color get_shadow_color() const;
|
||||
void set_blend_mode(Light2D::BlendMode p_mode);
|
||||
Light2D::BlendMode get_blend_mode() const;
|
||||
void set_height(float p_height);
|
||||
float get_height() const;
|
||||
|
||||
protected:
|
||||
template <typename T, typename B>
|
||||
static void register_virtuals() {
|
||||
Node2D::register_virtuals<T, B>();
|
||||
}
|
||||
|
||||
public:
|
||||
};
|
||||
|
||||
} // namespace godot
|
||||
|
||||
VARIANT_ENUM_CAST(Light2D::ShadowFilter);
|
||||
VARIANT_ENUM_CAST(Light2D::BlendMode);
|
||||
|
||||
Reference in New Issue
Block a user