- 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
92 lines
4.1 KiB
C++
92 lines
4.1 KiB
C++
/**************************************************************************/
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/* button.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/base_button.hpp>
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#include <godot_cpp/classes/control.hpp>
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#include <godot_cpp/classes/global_constants.hpp>
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/classes/text_server.hpp>
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#include <godot_cpp/variant/string.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 Texture2D;
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class Button : public BaseButton {
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GDEXTENSION_CLASS(Button, BaseButton)
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public:
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void set_text(const String &p_text);
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String get_text() const;
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void set_text_overrun_behavior(TextServer::OverrunBehavior p_overrun_behavior);
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TextServer::OverrunBehavior get_text_overrun_behavior() const;
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void set_autowrap_mode(TextServer::AutowrapMode p_autowrap_mode);
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TextServer::AutowrapMode get_autowrap_mode() const;
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void set_autowrap_trim_flags(BitField<TextServer::LineBreakFlag> p_autowrap_trim_flags);
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BitField<TextServer::LineBreakFlag> get_autowrap_trim_flags() const;
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void set_text_direction(Control::TextDirection p_direction);
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Control::TextDirection get_text_direction() const;
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void set_language(const String &p_language);
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String get_language() const;
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void set_button_icon(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_button_icon() const;
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void set_flat(bool p_enabled);
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bool is_flat() const;
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void set_clip_text(bool p_enabled);
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bool get_clip_text() const;
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void set_text_alignment(HorizontalAlignment p_alignment);
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HorizontalAlignment get_text_alignment() const;
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void set_icon_alignment(HorizontalAlignment p_icon_alignment);
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HorizontalAlignment get_icon_alignment() const;
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void set_vertical_icon_alignment(VerticalAlignment p_vertical_icon_alignment);
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VerticalAlignment get_vertical_icon_alignment() const;
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void set_expand_icon(bool p_enabled);
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bool is_expand_icon() 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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BaseButton::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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