- 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
74 lines
3.6 KiB
C++
74 lines
3.6 KiB
C++
/**************************************************************************/
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/* noise.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/resource.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 Image;
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struct Vector2;
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struct Vector3;
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class Noise : public Resource {
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GDEXTENSION_CLASS(Noise, Resource)
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public:
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float get_noise_1d(float p_x) const;
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float get_noise_2d(float p_x, float p_y) const;
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float get_noise_2dv(const Vector2 &p_v) const;
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float get_noise_3d(float p_x, float p_y, float p_z) const;
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float get_noise_3dv(const Vector3 &p_v) const;
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Ref<Image> get_image(int32_t p_width, int32_t p_height, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
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Ref<Image> get_seamless_image(int32_t p_width, int32_t p_height, bool p_invert = false, bool p_in_3d_space = false, float p_skirt = 0.1, bool p_normalize = true) const;
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TypedArray<Ref<Image>> get_image_3d(int32_t p_width, int32_t p_height, int32_t p_depth, bool p_invert = false, bool p_normalize = true) const;
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TypedArray<Ref<Image>> get_seamless_image_3d(int32_t p_width, int32_t p_height, int32_t p_depth, bool p_invert = false, float p_skirt = 0.1, bool p_normalize = true) 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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Resource::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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