Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/area2d.hpp
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

111 lines
4.7 KiB
C++

/**************************************************************************/
/* area2d.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/collision_object2d.hpp>
#include <godot_cpp/variant/string_name.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/variant/vector2.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Node;
class Node2D;
class Area2D : public CollisionObject2D {
GDEXTENSION_CLASS(Area2D, CollisionObject2D)
public:
enum SpaceOverride {
SPACE_OVERRIDE_DISABLED = 0,
SPACE_OVERRIDE_COMBINE = 1,
SPACE_OVERRIDE_COMBINE_REPLACE = 2,
SPACE_OVERRIDE_REPLACE = 3,
SPACE_OVERRIDE_REPLACE_COMBINE = 4,
};
void set_gravity_space_override_mode(Area2D::SpaceOverride p_space_override_mode);
Area2D::SpaceOverride get_gravity_space_override_mode() const;
void set_gravity_is_point(bool p_enable);
bool is_gravity_a_point() const;
void set_gravity_point_unit_distance(float p_distance_scale);
float get_gravity_point_unit_distance() const;
void set_gravity_point_center(const Vector2 &p_center);
Vector2 get_gravity_point_center() const;
void set_gravity_direction(const Vector2 &p_direction);
Vector2 get_gravity_direction() const;
void set_gravity(float p_gravity);
float get_gravity() const;
void set_linear_damp_space_override_mode(Area2D::SpaceOverride p_space_override_mode);
Area2D::SpaceOverride get_linear_damp_space_override_mode() const;
void set_angular_damp_space_override_mode(Area2D::SpaceOverride p_space_override_mode);
Area2D::SpaceOverride get_angular_damp_space_override_mode() const;
void set_linear_damp(float p_linear_damp);
float get_linear_damp() const;
void set_angular_damp(float p_angular_damp);
float get_angular_damp() const;
void set_priority(int32_t p_priority);
int32_t get_priority() const;
void set_monitoring(bool p_enable);
bool is_monitoring() const;
void set_monitorable(bool p_enable);
bool is_monitorable() const;
TypedArray<Node2D> get_overlapping_bodies() const;
TypedArray<Area2D> get_overlapping_areas() const;
bool has_overlapping_bodies() const;
bool has_overlapping_areas() const;
bool overlaps_body(Node *p_body) const;
bool overlaps_area(Node *p_area) const;
void set_audio_bus_name(const StringName &p_name);
StringName get_audio_bus_name() const;
void set_audio_bus_override(bool p_enable);
bool is_overriding_audio_bus() const;
protected:
template <typename T, typename B>
static void register_virtuals() {
CollisionObject2D::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Area2D::SpaceOverride);