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 +1,86 @@
/**************************************************************************/
/* material.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/ref.hpp>
#include <godot_cpp/classes/resource.hpp>
#include <godot_cpp/classes/shader.hpp>
#include <godot_cpp/variant/rid.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Material : public Resource {
GDEXTENSION_CLASS(Material, Resource)
public:
static const int RENDER_PRIORITY_MAX = 127;
static const int RENDER_PRIORITY_MIN = -128;
void set_next_pass(const Ref<Material> &p_next_pass);
Ref<Material> get_next_pass() const;
void set_render_priority(int32_t p_priority);
int32_t get_render_priority() const;
void inspect_native_shader_code();
Ref<Resource> create_placeholder() const;
virtual RID _get_shader_rid() const;
virtual Shader::Mode _get_shader_mode() const;
virtual bool _can_do_next_pass() const;
virtual bool _can_use_render_priority() const;
protected:
template <typename T, typename B>
static void register_virtuals() {
Resource::register_virtuals<T, B>();
if constexpr (!std::is_same_v<decltype(&B::_get_shader_rid), decltype(&T::_get_shader_rid)>) {
BIND_VIRTUAL_METHOD(T, _get_shader_rid, 2944877500);
}
if constexpr (!std::is_same_v<decltype(&B::_get_shader_mode), decltype(&T::_get_shader_mode)>) {
BIND_VIRTUAL_METHOD(T, _get_shader_mode, 3392948163);
}
if constexpr (!std::is_same_v<decltype(&B::_can_do_next_pass), decltype(&T::_can_do_next_pass)>) {
BIND_VIRTUAL_METHOD(T, _can_do_next_pass, 36873697);
}
if constexpr (!std::is_same_v<decltype(&B::_can_use_render_priority), decltype(&T::_can_use_render_priority)>) {
BIND_VIRTUAL_METHOD(T, _can_use_render_priority, 36873697);
}
}
public:
};
} // namespace godot