- 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
146 lines
6.4 KiB
C++
146 lines
6.4 KiB
C++
/**************************************************************************/
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/* gltf_document_extension.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/gltf_document_extension.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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#include <godot_cpp/classes/gltf_node.hpp>
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#include <godot_cpp/classes/gltf_object_model_property.hpp>
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#include <godot_cpp/classes/gltf_state.hpp>
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#include <godot_cpp/classes/gltf_texture.hpp>
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#include <godot_cpp/classes/image.hpp>
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/core/object.hpp>
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#include <godot_cpp/variant/node_path.hpp>
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namespace godot {
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Error GLTFDocumentExtension::_import_preflight(const Ref<GLTFState> &p_state, const PackedStringArray &p_extensions) {
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return Error(0);
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}
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PackedStringArray GLTFDocumentExtension::_get_supported_extensions() {
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return PackedStringArray();
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}
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Error GLTFDocumentExtension::_parse_node_extensions(const Ref<GLTFState> &p_state, const Ref<GLTFNode> &p_gltf_node, const Dictionary &p_extensions) {
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return Error(0);
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}
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Error GLTFDocumentExtension::_parse_image_data(const Ref<GLTFState> &p_state, const PackedByteArray &p_image_data, const String &p_mime_type, const Ref<Image> &p_ret_image) {
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return Error(0);
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}
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String GLTFDocumentExtension::_get_image_file_extension() {
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return String();
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}
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Error GLTFDocumentExtension::_parse_texture_json(const Ref<GLTFState> &p_state, const Dictionary &p_texture_json, const Ref<GLTFTexture> &p_ret_gltf_texture) {
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return Error(0);
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}
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Ref<GLTFObjectModelProperty> GLTFDocumentExtension::_import_object_model_property(const Ref<GLTFState> &p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths) {
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return Ref<GLTFObjectModelProperty>();
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}
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Error GLTFDocumentExtension::_import_post_parse(const Ref<GLTFState> &p_state) {
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return Error(0);
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}
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Error GLTFDocumentExtension::_import_pre_generate(const Ref<GLTFState> &p_state) {
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return Error(0);
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}
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Node3D *GLTFDocumentExtension::_generate_scene_node(const Ref<GLTFState> &p_state, const Ref<GLTFNode> &p_gltf_node, Node *p_scene_parent) {
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return nullptr;
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}
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Error GLTFDocumentExtension::_import_node(const Ref<GLTFState> &p_state, const Ref<GLTFNode> &p_gltf_node, const Dictionary &p_json, Node *p_node) {
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return Error(0);
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}
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Error GLTFDocumentExtension::_import_post(const Ref<GLTFState> &p_state, Node *p_root) {
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return Error(0);
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}
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TypedArray<Dictionary> GLTFDocumentExtension::_export_get_property_list(Node *p_root_node) {
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return TypedArray<Dictionary>();
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}
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Error GLTFDocumentExtension::_export_preflight(const Ref<GLTFState> &p_state, Node *p_root) {
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return Error(0);
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}
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void GLTFDocumentExtension::_convert_scene_node(const Ref<GLTFState> &p_state, const Ref<GLTFNode> &p_gltf_node, Node *p_scene_node) {}
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Error GLTFDocumentExtension::_export_post_convert(const Ref<GLTFState> &p_state, Node *p_root) {
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return Error(0);
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}
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Error GLTFDocumentExtension::_export_preserialize(const Ref<GLTFState> &p_state) {
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return Error(0);
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}
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Ref<GLTFObjectModelProperty> GLTFDocumentExtension::_export_object_model_property(const Ref<GLTFState> &p_state, const NodePath &p_node_path, Node *p_godot_node, int32_t p_gltf_node_index, Object *p_target_object, int32_t p_target_depth) {
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return Ref<GLTFObjectModelProperty>();
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}
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PackedStringArray GLTFDocumentExtension::_get_saveable_image_formats() {
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return PackedStringArray();
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}
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PackedByteArray GLTFDocumentExtension::_serialize_image_to_bytes(const Ref<GLTFState> &p_state, const Ref<Image> &p_image, const Dictionary &p_image_dict, const String &p_image_format, float p_lossy_quality) {
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return PackedByteArray();
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}
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Error GLTFDocumentExtension::_save_image_at_path(const Ref<GLTFState> &p_state, const Ref<Image> &p_image, const String &p_file_path, const String &p_image_format, float p_lossy_quality) {
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return Error(0);
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}
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Error GLTFDocumentExtension::_serialize_texture_json(const Ref<GLTFState> &p_state, const Dictionary &p_texture_json, const Ref<GLTFTexture> &p_gltf_texture, const String &p_image_format) {
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return Error(0);
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}
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Error GLTFDocumentExtension::_export_node(const Ref<GLTFState> &p_state, const Ref<GLTFNode> &p_gltf_node, const Dictionary &p_json, Node *p_node) {
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return Error(0);
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}
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Error GLTFDocumentExtension::_export_post(const Ref<GLTFState> &p_state) {
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return Error(0);
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}
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} // namespace godot
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