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

87 lines
3.7 KiB
C++

/**************************************************************************/
/* script.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/resource.hpp>
#include <godot_cpp/variant/dictionary.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/string_name.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/variant/variant.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Object;
class Script : public Resource {
GDEXTENSION_CLASS(Script, Resource)
public:
bool can_instantiate() const;
bool has_source_code() const;
String get_source_code() const;
void set_source_code(const String &p_source);
Error reload(bool p_keep_state = false);
Ref<Script> get_base_script() const;
StringName get_instance_base_type() const;
StringName get_global_name() const;
bool has_script_method(const StringName &p_method_name) const;
bool has_script_signal(const StringName &p_signal_name) const;
TypedArray<Dictionary> get_script_property_list();
TypedArray<Dictionary> get_script_method_list();
TypedArray<Dictionary> get_script_signal_list();
Dictionary get_script_constant_map();
Variant get_property_default_value(const StringName &p_property);
bool is_tool() const;
bool is_abstract() const;
Variant get_rpc_config() const;
bool instance_has(Object *p_base_object) const;
protected:
template <typename T, typename B>
static void register_virtuals() {
Resource::register_virtuals<T, B>();
}
public:
};
} // namespace godot