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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/* reference_rect.cpp */
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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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#include <godot_cpp/classes/reference_rect.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/engine_ptrcall.hpp>
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#include <godot_cpp/core/error_macros.hpp>
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namespace godot {
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Color ReferenceRect::get_border_color() const {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(ReferenceRect::get_class_static()._native_ptr(), StringName("get_border_color")._native_ptr(), 3444240500);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (Color()));
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return ::godot::internal::_call_native_mb_ret<Color>(_gde_method_bind, _owner);
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}
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void ReferenceRect::set_border_color(const Color &p_color) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(ReferenceRect::get_class_static()._native_ptr(), StringName("set_border_color")._native_ptr(), 2920490490);
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CHECK_METHOD_BIND(_gde_method_bind);
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::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, &p_color);
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}
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float ReferenceRect::get_border_width() const {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(ReferenceRect::get_class_static()._native_ptr(), StringName("get_border_width")._native_ptr(), 1740695150);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (0.0));
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return ::godot::internal::_call_native_mb_ret<double>(_gde_method_bind, _owner);
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}
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void ReferenceRect::set_border_width(float p_width) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(ReferenceRect::get_class_static()._native_ptr(), StringName("set_border_width")._native_ptr(), 373806689);
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CHECK_METHOD_BIND(_gde_method_bind);
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double p_width_encoded;
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PtrToArg<double>::encode(p_width, &p_width_encoded);
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::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, &p_width_encoded);
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}
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bool ReferenceRect::get_editor_only() const {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(ReferenceRect::get_class_static()._native_ptr(), StringName("get_editor_only")._native_ptr(), 36873697);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (false));
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return ::godot::internal::_call_native_mb_ret<int8_t>(_gde_method_bind, _owner);
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}
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void ReferenceRect::set_editor_only(bool p_enabled) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(ReferenceRect::get_class_static()._native_ptr(), StringName("set_editor_only")._native_ptr(), 2586408642);
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CHECK_METHOD_BIND(_gde_method_bind);
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int8_t p_enabled_encoded;
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PtrToArg<bool>::encode(p_enabled, &p_enabled_encoded);
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::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, &p_enabled_encoded);
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}
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} // namespace godot
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