- 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
111 lines
4.7 KiB
C++
111 lines
4.7 KiB
C++
/**************************************************************************/
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/* area2d.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/collision_object2d.hpp>
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#include <godot_cpp/variant/string_name.hpp>
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#include <godot_cpp/variant/typed_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 Node;
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class Node2D;
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class Area2D : public CollisionObject2D {
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GDEXTENSION_CLASS(Area2D, CollisionObject2D)
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public:
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enum SpaceOverride {
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SPACE_OVERRIDE_DISABLED = 0,
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SPACE_OVERRIDE_COMBINE = 1,
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SPACE_OVERRIDE_COMBINE_REPLACE = 2,
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SPACE_OVERRIDE_REPLACE = 3,
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SPACE_OVERRIDE_REPLACE_COMBINE = 4,
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};
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void set_gravity_space_override_mode(Area2D::SpaceOverride p_space_override_mode);
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Area2D::SpaceOverride get_gravity_space_override_mode() const;
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void set_gravity_is_point(bool p_enable);
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bool is_gravity_a_point() const;
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void set_gravity_point_unit_distance(float p_distance_scale);
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float get_gravity_point_unit_distance() const;
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void set_gravity_point_center(const Vector2 &p_center);
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Vector2 get_gravity_point_center() const;
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void set_gravity_direction(const Vector2 &p_direction);
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Vector2 get_gravity_direction() const;
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void set_gravity(float p_gravity);
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float get_gravity() const;
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void set_linear_damp_space_override_mode(Area2D::SpaceOverride p_space_override_mode);
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Area2D::SpaceOverride get_linear_damp_space_override_mode() const;
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void set_angular_damp_space_override_mode(Area2D::SpaceOverride p_space_override_mode);
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Area2D::SpaceOverride get_angular_damp_space_override_mode() const;
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void set_linear_damp(float p_linear_damp);
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float get_linear_damp() const;
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void set_angular_damp(float p_angular_damp);
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float get_angular_damp() const;
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void set_priority(int32_t p_priority);
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int32_t get_priority() const;
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void set_monitoring(bool p_enable);
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bool is_monitoring() const;
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void set_monitorable(bool p_enable);
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bool is_monitorable() const;
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TypedArray<Node2D> get_overlapping_bodies() const;
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TypedArray<Area2D> get_overlapping_areas() const;
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bool has_overlapping_bodies() const;
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bool has_overlapping_areas() const;
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bool overlaps_body(Node *p_body) const;
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bool overlaps_area(Node *p_area) const;
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void set_audio_bus_name(const StringName &p_name);
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StringName get_audio_bus_name() const;
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void set_audio_bus_override(bool p_enable);
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bool is_overriding_audio_bus() 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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CollisionObject2D::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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VARIANT_ENUM_CAST(Area2D::SpaceOverride);
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