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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/* node2d.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/classes/canvas_item.hpp>
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#include <godot_cpp/variant/transform2d.hpp>
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#include <godot_cpp/variant/vector2.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 Node;
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class Node2D : public CanvasItem {
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GDEXTENSION_CLASS(Node2D, CanvasItem)
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public:
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void set_position(const Vector2 &p_position);
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void set_rotation(float p_radians);
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void set_rotation_degrees(float p_degrees);
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void set_skew(float p_radians);
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void set_scale(const Vector2 &p_scale);
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Vector2 get_position() const;
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float get_rotation() const;
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float get_rotation_degrees() const;
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float get_skew() const;
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Vector2 get_scale() const;
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void rotate(float p_radians);
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void move_local_x(float p_delta, bool p_scaled = false);
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void move_local_y(float p_delta, bool p_scaled = false);
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void translate(const Vector2 &p_offset);
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void global_translate(const Vector2 &p_offset);
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void apply_scale(const Vector2 &p_ratio);
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void set_global_position(const Vector2 &p_position);
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Vector2 get_global_position() const;
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void set_global_rotation(float p_radians);
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void set_global_rotation_degrees(float p_degrees);
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float get_global_rotation() const;
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float get_global_rotation_degrees() const;
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void set_global_skew(float p_radians);
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float get_global_skew() const;
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void set_global_scale(const Vector2 &p_scale);
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Vector2 get_global_scale() const;
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void set_transform(const Transform2D &p_xform);
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void set_global_transform(const Transform2D &p_xform);
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void look_at(const Vector2 &p_point);
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float get_angle_to(const Vector2 &p_point) const;
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Vector2 to_local(const Vector2 &p_global_point) const;
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Vector2 to_global(const Vector2 &p_local_point) const;
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Transform2D get_relative_transform_to_parent(Node *p_parent) const;
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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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CanvasItem::register_virtuals<T, B>();
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}
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public:
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};
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} // namespace godot
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