Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/label3d.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

149 lines
6.4 KiB
C++

/**************************************************************************/
/* label3d.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/base_material3d.hpp>
#include <godot_cpp/classes/geometry_instance3d.hpp>
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/classes/text_server.hpp>
#include <godot_cpp/variant/array.hpp>
#include <godot_cpp/variant/color.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector2.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Font;
class TriangleMesh;
class Label3D : public GeometryInstance3D {
GDEXTENSION_CLASS(Label3D, GeometryInstance3D)
public:
enum DrawFlags {
FLAG_SHADED = 0,
FLAG_DOUBLE_SIDED = 1,
FLAG_DISABLE_DEPTH_TEST = 2,
FLAG_FIXED_SIZE = 3,
FLAG_MAX = 4,
};
enum AlphaCutMode {
ALPHA_CUT_DISABLED = 0,
ALPHA_CUT_DISCARD = 1,
ALPHA_CUT_OPAQUE_PREPASS = 2,
ALPHA_CUT_HASH = 3,
};
void set_horizontal_alignment(HorizontalAlignment p_alignment);
HorizontalAlignment get_horizontal_alignment() const;
void set_vertical_alignment(VerticalAlignment p_alignment);
VerticalAlignment get_vertical_alignment() const;
void set_modulate(const Color &p_modulate);
Color get_modulate() const;
void set_outline_modulate(const Color &p_modulate);
Color get_outline_modulate() const;
void set_text(const String &p_text);
String get_text() const;
void set_text_direction(TextServer::Direction p_direction);
TextServer::Direction get_text_direction() const;
void set_language(const String &p_language);
String get_language() const;
void set_structured_text_bidi_override(TextServer::StructuredTextParser p_parser);
TextServer::StructuredTextParser get_structured_text_bidi_override() const;
void set_structured_text_bidi_override_options(const Array &p_args);
Array get_structured_text_bidi_override_options() const;
void set_uppercase(bool p_enable);
bool is_uppercase() const;
void set_render_priority(int32_t p_priority);
int32_t get_render_priority() const;
void set_outline_render_priority(int32_t p_priority);
int32_t get_outline_render_priority() const;
void set_font(const Ref<Font> &p_font);
Ref<Font> get_font() const;
void set_font_size(int32_t p_size);
int32_t get_font_size() const;
void set_outline_size(int32_t p_outline_size);
int32_t get_outline_size() const;
void set_line_spacing(float p_line_spacing);
float get_line_spacing() const;
void set_autowrap_mode(TextServer::AutowrapMode p_autowrap_mode);
TextServer::AutowrapMode get_autowrap_mode() const;
void set_autowrap_trim_flags(BitField<TextServer::LineBreakFlag> p_autowrap_trim_flags);
BitField<TextServer::LineBreakFlag> get_autowrap_trim_flags() const;
void set_justification_flags(BitField<TextServer::JustificationFlag> p_justification_flags);
BitField<TextServer::JustificationFlag> get_justification_flags() const;
void set_width(float p_width);
float get_width() const;
void set_pixel_size(float p_pixel_size);
float get_pixel_size() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void set_draw_flag(Label3D::DrawFlags p_flag, bool p_enabled);
bool get_draw_flag(Label3D::DrawFlags p_flag) const;
void set_billboard_mode(BaseMaterial3D::BillboardMode p_mode);
BaseMaterial3D::BillboardMode get_billboard_mode() const;
void set_alpha_cut_mode(Label3D::AlphaCutMode p_mode);
Label3D::AlphaCutMode get_alpha_cut_mode() const;
void set_alpha_scissor_threshold(float p_threshold);
float get_alpha_scissor_threshold() const;
void set_alpha_hash_scale(float p_threshold);
float get_alpha_hash_scale() const;
void set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa);
BaseMaterial3D::AlphaAntiAliasing get_alpha_antialiasing() const;
void set_alpha_antialiasing_edge(float p_edge);
float get_alpha_antialiasing_edge() const;
void set_texture_filter(BaseMaterial3D::TextureFilter p_mode);
BaseMaterial3D::TextureFilter get_texture_filter() const;
Ref<TriangleMesh> generate_triangle_mesh() const;
protected:
template <typename T, typename B>
static void register_virtuals() {
GeometryInstance3D::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Label3D::DrawFlags);
VARIANT_ENUM_CAST(Label3D::AlphaCutMode);