- 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
73 lines
3.3 KiB
C++
73 lines
3.3 KiB
C++
/**************************************************************************/
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/* skeleton2d.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/node2d.hpp>
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/variant/rid.hpp>
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#include <godot_cpp/variant/transform2d.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 Bone2D;
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class SkeletonModificationStack2D;
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class Skeleton2D : public Node2D {
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GDEXTENSION_CLASS(Skeleton2D, Node2D)
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public:
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int32_t get_bone_count() const;
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Bone2D *get_bone(int32_t p_idx);
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RID get_skeleton() const;
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void set_modification_stack(const Ref<SkeletonModificationStack2D> &p_modification_stack);
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Ref<SkeletonModificationStack2D> get_modification_stack() const;
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void execute_modifications(float p_delta, int32_t p_execution_mode);
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void set_bone_local_pose_override(int32_t p_bone_idx, const Transform2D &p_override_pose, float p_strength, bool p_persistent);
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Transform2D get_bone_local_pose_override(int32_t p_bone_idx);
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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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Node2D::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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