Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/src/classes/material.cpp
T
shenandshen c93894313a 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
2026-09-21 16:38:59 -07:00

96 lines
5.2 KiB
C++

/**************************************************************************/
/* material.cpp */
/**************************************************************************/
/* 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.
#include <godot_cpp/classes/material.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/engine_ptrcall.hpp>
#include <godot_cpp/core/error_macros.hpp>
namespace godot {
void Material::set_next_pass(const Ref<Material> &p_next_pass) {
static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("set_next_pass")._native_ptr(), 2757459619);
CHECK_METHOD_BIND(_gde_method_bind);
::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, (p_next_pass != nullptr ? &p_next_pass->_owner : nullptr));
}
Ref<Material> Material::get_next_pass() const {
static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("get_next_pass")._native_ptr(), 5934680);
CHECK_METHOD_BIND_RET(_gde_method_bind, (Ref<Material>()));
return Ref<Material>::_gde_internal_constructor(::godot::internal::_call_native_mb_ret_obj<Material>(_gde_method_bind, _owner));
}
void Material::set_render_priority(int32_t p_priority) {
static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("set_render_priority")._native_ptr(), 1286410249);
CHECK_METHOD_BIND(_gde_method_bind);
int64_t p_priority_encoded;
PtrToArg<int64_t>::encode(p_priority, &p_priority_encoded);
::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, &p_priority_encoded);
}
int32_t Material::get_render_priority() const {
static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("get_render_priority")._native_ptr(), 3905245786);
CHECK_METHOD_BIND_RET(_gde_method_bind, (0));
return ::godot::internal::_call_native_mb_ret<int64_t>(_gde_method_bind, _owner);
}
void Material::inspect_native_shader_code() {
static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("inspect_native_shader_code")._native_ptr(), 3218959716);
CHECK_METHOD_BIND(_gde_method_bind);
::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner);
}
Ref<Resource> Material::create_placeholder() const {
static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(Material::get_class_static()._native_ptr(), StringName("create_placeholder")._native_ptr(), 121922552);
CHECK_METHOD_BIND_RET(_gde_method_bind, (Ref<Resource>()));
return Ref<Resource>::_gde_internal_constructor(::godot::internal::_call_native_mb_ret_obj<Resource>(_gde_method_bind, _owner));
}
RID Material::_get_shader_rid() const {
return RID();
}
Shader::Mode Material::_get_shader_mode() const {
return Shader::Mode(0);
}
bool Material::_can_do_next_pass() const {
return false;
}
bool Material::_can_use_render_priority() const {
return false;
}
} // namespace godot