- 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
186 lines
8.3 KiB
C++
186 lines
8.3 KiB
C++
/**************************************************************************/
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/* input.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/classes/ref.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/string.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/variant/vector3.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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struct Color;
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class InputEvent;
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class Resource;
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class StringName;
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class Input : public Object {
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GDEXTENSION_CLASS(Input, Object)
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static Input *singleton;
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public:
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enum MouseMode {
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MOUSE_MODE_VISIBLE = 0,
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MOUSE_MODE_HIDDEN = 1,
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MOUSE_MODE_CAPTURED = 2,
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MOUSE_MODE_CONFINED = 3,
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MOUSE_MODE_CONFINED_HIDDEN = 4,
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MOUSE_MODE_MAX = 5,
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};
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enum CursorShape {
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CURSOR_ARROW = 0,
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CURSOR_IBEAM = 1,
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CURSOR_POINTING_HAND = 2,
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CURSOR_CROSS = 3,
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CURSOR_WAIT = 4,
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CURSOR_BUSY = 5,
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CURSOR_DRAG = 6,
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CURSOR_CAN_DROP = 7,
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CURSOR_FORBIDDEN = 8,
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CURSOR_VSIZE = 9,
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CURSOR_HSIZE = 10,
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CURSOR_BDIAGSIZE = 11,
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CURSOR_FDIAGSIZE = 12,
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CURSOR_MOVE = 13,
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CURSOR_VSPLIT = 14,
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CURSOR_HSPLIT = 15,
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CURSOR_HELP = 16,
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};
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static Input *get_singleton();
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bool is_anything_pressed() const;
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bool is_key_pressed(Key p_keycode) const;
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bool is_physical_key_pressed(Key p_keycode) const;
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bool is_key_label_pressed(Key p_keycode) const;
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bool is_mouse_button_pressed(MouseButton p_button) const;
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bool is_joy_button_pressed(int32_t p_device, JoyButton p_button) const;
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bool is_action_pressed(const StringName &p_action, bool p_exact_match = false) const;
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bool is_action_just_pressed(const StringName &p_action, bool p_exact_match = false) const;
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bool is_action_just_released(const StringName &p_action, bool p_exact_match = false) const;
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bool is_action_just_pressed_by_event(const StringName &p_action, const Ref<InputEvent> &p_event, bool p_exact_match = false) const;
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bool is_action_just_released_by_event(const StringName &p_action, const Ref<InputEvent> &p_event, bool p_exact_match = false) const;
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float get_action_strength(const StringName &p_action, bool p_exact_match = false) const;
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float get_action_raw_strength(const StringName &p_action, bool p_exact_match = false) const;
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float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const;
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Vector2 get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone = -1.0) const;
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void add_joy_mapping(const String &p_mapping, bool p_update_existing = false);
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void remove_joy_mapping(const String &p_guid);
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bool is_joy_known(int32_t p_device);
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float get_joy_axis(int32_t p_device, JoyAxis p_axis) const;
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String get_joy_name(int32_t p_device);
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String get_joy_guid(int32_t p_device) const;
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Dictionary get_joy_info(int32_t p_device) const;
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bool should_ignore_device(int32_t p_vendor_id, int32_t p_product_id) const;
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TypedArray<int> get_connected_joypads();
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Vector2 get_joy_vibration_strength(int32_t p_device);
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float get_joy_vibration_duration(int32_t p_device);
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float get_joy_vibration_remaining_duration(int32_t p_device);
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bool is_joy_vibrating(int32_t p_device);
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bool has_joy_vibration(int32_t p_device) const;
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void start_joy_vibration(int32_t p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
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void stop_joy_vibration(int32_t p_device);
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void vibrate_handheld(int32_t p_duration_ms = 500, float p_amplitude = -1.0);
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void set_ignore_joypad_on_unfocused_application(bool p_enable);
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bool is_ignoring_joypad_on_unfocused_application() const;
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Vector3 get_gravity() const;
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Vector3 get_accelerometer() const;
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Vector3 get_magnetometer() const;
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Vector3 get_gyroscope() const;
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Vector3 get_joy_accelerometer(int32_t p_device) const;
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Vector3 get_joy_gravity(int32_t p_device) const;
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Vector3 get_joy_gyroscope(int32_t p_device) const;
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float get_joy_motion_sensors_rate(int32_t p_device) const;
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bool is_joy_motion_sensors_enabled(int32_t p_device) const;
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void set_joy_motion_sensors_enabled(int32_t p_device, bool p_enable);
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bool has_joy_motion_sensors(int32_t p_device) const;
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void start_joy_motion_sensors_calibration(int32_t p_device);
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void stop_joy_motion_sensors_calibration(int32_t p_device);
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void clear_joy_motion_sensors_calibration(int32_t p_device);
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Dictionary get_joy_motion_sensors_calibration(int32_t p_device) const;
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void set_joy_motion_sensors_calibration(int32_t p_device, const Dictionary &p_calibration_info);
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bool is_joy_motion_sensors_calibrated(int32_t p_device) const;
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bool is_joy_motion_sensors_calibrating(int32_t p_device) const;
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void set_gravity(const Vector3 &p_value);
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void set_accelerometer(const Vector3 &p_value);
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void set_magnetometer(const Vector3 &p_value);
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void set_gyroscope(const Vector3 &p_value);
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void set_joy_light(int32_t p_device, const Color &p_color);
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bool has_joy_light(int32_t p_device) const;
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Vector2 get_last_mouse_velocity();
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Vector2 get_last_mouse_screen_velocity();
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BitField<MouseButtonMask> get_mouse_button_mask() const;
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void set_mouse_mode(Input::MouseMode p_mode);
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Input::MouseMode get_mouse_mode() const;
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void warp_mouse(const Vector2 &p_position);
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void action_press(const StringName &p_action, float p_strength = 1.0);
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void action_release(const StringName &p_action);
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void set_default_cursor_shape(Input::CursorShape p_shape = (Input::CursorShape)0);
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Input::CursorShape get_current_cursor_shape() const;
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void set_custom_mouse_cursor(const Ref<Resource> &p_image, Input::CursorShape p_shape = (Input::CursorShape)0, const Vector2 &p_hotspot = Vector2(0, 0));
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void parse_input_event(const Ref<InputEvent> &p_event);
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void set_use_accumulated_input(bool p_enable);
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bool is_using_accumulated_input();
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void flush_buffered_events();
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void set_emulate_mouse_from_touch(bool p_enable);
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bool is_emulating_mouse_from_touch() const;
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void set_emulate_touch_from_mouse(bool p_enable);
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bool is_emulating_touch_from_mouse() 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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~Input();
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public:
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};
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} // namespace godot
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VARIANT_ENUM_CAST(Input::MouseMode);
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VARIANT_ENUM_CAST(Input::CursorShape);
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