- 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
116 lines
4.8 KiB
C++
116 lines
4.8 KiB
C++
/**************************************************************************/
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/* engine.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/global_constants.hpp>
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#include <godot_cpp/core/object.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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#include <godot_cpp/variant/packed_string_array.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <godot_cpp/variant/typed_array.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 MainLoop;
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class ScriptBacktrace;
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class ScriptLanguage;
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class StringName;
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class Engine : public Object {
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GDEXTENSION_CLASS(Engine, Object)
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static Engine *singleton;
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public:
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static Engine *get_singleton();
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void set_physics_ticks_per_second(int32_t p_physics_ticks_per_second);
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int32_t get_physics_ticks_per_second() const;
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void set_max_physics_steps_per_frame(int32_t p_max_physics_steps);
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int32_t get_max_physics_steps_per_frame() const;
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void set_physics_jitter_fix(double p_physics_jitter_fix);
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double get_physics_jitter_fix() const;
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double get_physics_interpolation_fraction() const;
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void set_max_fps(int32_t p_max_fps);
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int32_t get_max_fps() const;
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void set_time_scale(double p_time_scale);
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double get_time_scale();
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int32_t get_frames_drawn();
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double get_frames_per_second() const;
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uint64_t get_physics_frames() const;
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uint64_t get_process_frames() const;
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MainLoop *get_main_loop() const;
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Dictionary get_version_info() const;
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Dictionary get_author_info() const;
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TypedArray<Dictionary> get_copyright_info() const;
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Dictionary get_donor_info() const;
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Dictionary get_license_info() const;
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String get_license_text() const;
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String get_architecture_name() const;
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bool is_in_physics_frame() const;
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bool has_singleton(const StringName &p_name) const;
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Object *get_singleton(const StringName &p_name) const;
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void register_singleton(const StringName &p_name, Object *p_instance);
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void unregister_singleton(const StringName &p_name);
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PackedStringArray get_singleton_list() const;
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Error register_script_language(ScriptLanguage *p_language);
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Error unregister_script_language(ScriptLanguage *p_language);
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int32_t get_script_language_count();
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ScriptLanguage *get_script_language(int32_t p_index) const;
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TypedArray<Ref<ScriptBacktrace>> capture_script_backtraces(bool p_include_variables = false) const;
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bool is_editor_hint() const;
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bool is_embedded_in_editor() const;
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String get_write_movie_path() const;
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void set_print_to_stdout(bool p_enabled);
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bool is_printing_to_stdout() const;
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void set_print_error_messages(bool p_enabled);
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bool is_printing_error_messages() 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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Object::register_virtuals<T, B>();
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}
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~Engine();
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public:
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};
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} // namespace godot
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