- 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
128 lines
4.8 KiB
C++
128 lines
4.8 KiB
C++
/**************************************************************************/
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/* light3d.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/ref.hpp>
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#include <godot_cpp/classes/visual_instance3d.hpp>
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#include <godot_cpp/variant/color.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 Light3D : public VisualInstance3D {
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GDEXTENSION_CLASS(Light3D, VisualInstance3D)
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public:
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enum Param {
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PARAM_ENERGY = 0,
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PARAM_INDIRECT_ENERGY = 1,
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PARAM_VOLUMETRIC_FOG_ENERGY = 2,
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PARAM_SPECULAR = 3,
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PARAM_RANGE = 4,
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PARAM_SIZE = 5,
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PARAM_ATTENUATION = 6,
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PARAM_SPOT_ANGLE = 7,
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PARAM_SPOT_ATTENUATION = 8,
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PARAM_SHADOW_MAX_DISTANCE = 9,
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PARAM_SHADOW_SPLIT_1_OFFSET = 10,
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PARAM_SHADOW_SPLIT_2_OFFSET = 11,
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PARAM_SHADOW_SPLIT_3_OFFSET = 12,
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PARAM_SHADOW_FADE_START = 13,
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PARAM_SHADOW_NORMAL_BIAS = 14,
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PARAM_SHADOW_BIAS = 15,
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PARAM_SHADOW_PANCAKE_SIZE = 16,
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PARAM_SHADOW_OPACITY = 17,
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PARAM_SHADOW_BLUR = 18,
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PARAM_TRANSMITTANCE_BIAS = 19,
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PARAM_INTENSITY = 20,
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PARAM_MAX = 21,
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};
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enum BakeMode {
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BAKE_DISABLED = 0,
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BAKE_STATIC = 1,
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BAKE_DYNAMIC = 2,
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};
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void set_editor_only(bool p_editor_only);
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bool is_editor_only() const;
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void set_param(Light3D::Param p_param, float p_value);
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float get_param(Light3D::Param p_param) const;
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void set_shadow(bool p_enabled);
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bool has_shadow() const;
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void set_negative(bool p_enabled);
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bool is_negative() const;
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void set_cull_mask(uint32_t p_cull_mask);
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uint32_t get_cull_mask() const;
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void set_enable_distance_fade(bool p_enable);
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bool is_distance_fade_enabled() const;
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void set_distance_fade_begin(float p_distance);
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float get_distance_fade_begin() const;
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void set_distance_fade_shadow(float p_distance);
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float get_distance_fade_shadow() const;
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void set_distance_fade_length(float p_distance);
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float get_distance_fade_length() const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_shadow_reverse_cull_face(bool p_enable);
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bool get_shadow_reverse_cull_face() const;
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void set_shadow_caster_mask(uint32_t p_caster_mask);
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uint32_t get_shadow_caster_mask() const;
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void set_bake_mode(Light3D::BakeMode p_bake_mode);
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Light3D::BakeMode get_bake_mode() const;
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void set_projector(const Ref<Texture2D> &p_projector);
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Ref<Texture2D> get_projector() const;
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void set_temperature(float p_temperature);
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float get_temperature() const;
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Color get_correlated_color() 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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VisualInstance3D::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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VARIANT_ENUM_CAST(Light3D::Param);
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VARIANT_ENUM_CAST(Light3D::BakeMode);
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