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 +1,82 @@
/**************************************************************************/
/* translation.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/variant/packed_string_array.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/string_name.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Translation : public Resource {
GDEXTENSION_CLASS(Translation, Resource)
public:
void set_locale(const String &p_locale);
String get_locale() const;
void add_message(const StringName &p_src_message, const StringName &p_xlated_message, const StringName &p_context = StringName());
void add_plural_message(const StringName &p_src_message, const PackedStringArray &p_xlated_messages, const StringName &p_context = StringName());
StringName get_message(const StringName &p_src_message, const StringName &p_context = StringName()) const;
StringName get_plural_message(const StringName &p_src_message, const StringName &p_src_plural_message, int32_t p_n, const StringName &p_context = StringName()) const;
void erase_message(const StringName &p_src_message, const StringName &p_context = StringName());
PackedStringArray get_message_list() const;
PackedStringArray get_translated_message_list() const;
int32_t get_message_count() const;
void set_plural_rules_override(const String &p_rules);
String get_plural_rules_override() const;
virtual StringName _get_plural_message(const StringName &p_src_message, const StringName &p_src_plural_message, int32_t p_n, const StringName &p_context) const;
virtual StringName _get_message(const StringName &p_src_message, const StringName &p_context) 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_plural_message), decltype(&T::_get_plural_message)>) {
BIND_VIRTUAL_METHOD(T, _get_plural_message, 1970324172);
}
if constexpr (!std::is_same_v<decltype(&B::_get_message), decltype(&T::_get_message)>) {
BIND_VIRTUAL_METHOD(T, _get_message, 3639719779);
}
}
public:
};
} // namespace godot