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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/* polygon2d.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/node2d.hpp>
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/variant/array.hpp>
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#include <godot_cpp/variant/color.hpp>
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#include <godot_cpp/variant/node_path.hpp>
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#include <godot_cpp/variant/packed_color_array.hpp>
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#include <godot_cpp/variant/packed_float32_array.hpp>
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#include <godot_cpp/variant/packed_vector2_array.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 Texture2D;
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class Polygon2D : public Node2D {
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GDEXTENSION_CLASS(Polygon2D, Node2D)
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public:
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void set_polygon(const PackedVector2Array &p_polygon);
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PackedVector2Array get_polygon() const;
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void set_uv(const PackedVector2Array &p_uv);
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PackedVector2Array get_uv() const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_polygons(const Array &p_polygons);
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Array get_polygons() const;
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void set_vertex_colors(const PackedColorArray &p_vertex_colors);
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PackedColorArray get_vertex_colors() const;
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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void set_texture_offset(const Vector2 &p_texture_offset);
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Vector2 get_texture_offset() const;
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void set_texture_rotation(float p_texture_rotation);
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float get_texture_rotation() const;
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void set_texture_scale(const Vector2 &p_texture_scale);
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Vector2 get_texture_scale() const;
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void set_invert_enabled(bool p_invert);
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bool get_invert_enabled() const;
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void set_antialiased(bool p_antialiased);
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bool get_antialiased() const;
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void set_invert_border(float p_invert_border);
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float get_invert_border() const;
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void set_offset(const Vector2 &p_offset);
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Vector2 get_offset() const;
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void add_bone(const NodePath &p_path, const PackedFloat32Array &p_weights);
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int32_t get_bone_count() const;
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NodePath get_bone_path(int32_t p_index) const;
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PackedFloat32Array get_bone_weights(int32_t p_index) const;
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void erase_bone(int32_t p_index);
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void clear_bones();
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void set_bone_path(int32_t p_index, const NodePath &p_path);
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void set_bone_weights(int32_t p_index, const PackedFloat32Array &p_weights);
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void set_skeleton(const NodePath &p_skeleton);
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NodePath get_skeleton() const;
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void set_internal_vertex_count(int32_t p_internal_vertex_count);
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int32_t get_internal_vertex_count() 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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Node2D::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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