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

111 lines
4.6 KiB
C++

/**************************************************************************/
/* resource.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/global_constants.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/classes/ref_counted.hpp>
#include <godot_cpp/variant/rid.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Node;
class Resource : public RefCounted {
GDEXTENSION_CLASS(Resource, RefCounted)
public:
enum DeepDuplicateMode {
DEEP_DUPLICATE_NONE = 0,
DEEP_DUPLICATE_INTERNAL = 1,
DEEP_DUPLICATE_ALL = 2,
};
void set_path(const String &p_path);
void take_over_path(const String &p_path);
String get_path() const;
void set_path_cache(const String &p_path);
void set_name(const String &p_name);
String get_name() const;
RID get_rid() const;
void set_local_to_scene(bool p_enable);
bool is_local_to_scene() const;
Node *get_local_scene() const;
void setup_local_to_scene();
void reset_state();
void set_id_for_path(const String &p_path, const String &p_id);
String get_id_for_path(const String &p_path) const;
bool is_built_in() const;
static String generate_scene_unique_id();
void set_scene_unique_id(const String &p_id);
String get_scene_unique_id() const;
void emit_changed();
Ref<Resource> duplicate(bool p_deep = false) const;
Ref<Resource> duplicate_deep(Resource::DeepDuplicateMode p_deep_subresources_mode = (Resource::DeepDuplicateMode)1) const;
Error copy_from_resource(const Ref<Resource> &p_resource);
virtual void _setup_local_to_scene();
virtual RID _get_rid() const;
virtual void _reset_state();
virtual void _set_path_cache(const String &p_path) const;
protected:
template <typename T, typename B>
static void register_virtuals() {
RefCounted::register_virtuals<T, B>();
if constexpr (!std::is_same_v<decltype(&B::_setup_local_to_scene), decltype(&T::_setup_local_to_scene)>) {
BIND_VIRTUAL_METHOD(T, _setup_local_to_scene, 3218959716);
}
if constexpr (!std::is_same_v<decltype(&B::_get_rid), decltype(&T::_get_rid)>) {
BIND_VIRTUAL_METHOD(T, _get_rid, 2944877500);
}
if constexpr (!std::is_same_v<decltype(&B::_reset_state), decltype(&T::_reset_state)>) {
BIND_VIRTUAL_METHOD(T, _reset_state, 3218959716);
}
if constexpr (!std::is_same_v<decltype(&B::_set_path_cache), decltype(&T::_set_path_cache)>) {
BIND_VIRTUAL_METHOD(T, _set_path_cache, 3089850668);
}
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Resource::DeepDuplicateMode);