Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/sprite3d.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

78 lines
3.3 KiB
C++

/**************************************************************************/
/* sprite3d.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/ref.hpp>
#include <godot_cpp/classes/sprite_base3d.hpp>
#include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/vector2i.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Texture2D;
class Sprite3D : public SpriteBase3D {
GDEXTENSION_CLASS(Sprite3D, SpriteBase3D)
public:
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_region_enabled(bool p_enabled);
bool is_region_enabled() const;
void set_region_rect(const Rect2 &p_rect);
Rect2 get_region_rect() const;
void set_frame(int32_t p_frame);
int32_t get_frame() const;
void set_frame_coords(const Vector2i &p_coords);
Vector2i get_frame_coords() const;
void set_vframes(int32_t p_vframes);
int32_t get_vframes() const;
void set_hframes(int32_t p_hframes);
int32_t get_hframes() const;
protected:
template <typename T, typename B>
static void register_virtuals() {
SpriteBase3D::register_virtuals<T, B>();
}
public:
};
} // namespace godot