- 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
113 lines
4.8 KiB
C++
113 lines
4.8 KiB
C++
/**************************************************************************/
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/* signal.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/core/defs.hpp>
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#include <godot_cpp/core/math_defs.hpp>
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#include <gdextension_interface.h>
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namespace godot {
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class Array;
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class Callable;
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class Dictionary;
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class Object;
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class StringName;
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class Variant;
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class Signal {
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static constexpr size_t SIGNAL_SIZE = 16;
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alignas(8) uint8_t opaque[SIGNAL_SIZE] = {};
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friend class Variant;
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static struct _MethodBindings {
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GDExtensionTypeFromVariantConstructorFunc from_variant_constructor;
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GDExtensionPtrConstructor constructor_0;
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GDExtensionPtrConstructor constructor_1;
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GDExtensionPtrConstructor constructor_2;
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GDExtensionPtrDestructor destructor;
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GDExtensionPtrBuiltInMethod method_is_null;
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GDExtensionPtrBuiltInMethod method_get_object;
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GDExtensionPtrBuiltInMethod method_get_object_id;
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GDExtensionPtrBuiltInMethod method_get_name;
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GDExtensionPtrBuiltInMethod method_connect;
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GDExtensionPtrBuiltInMethod method_disconnect;
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GDExtensionPtrBuiltInMethod method_is_connected;
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GDExtensionPtrBuiltInMethod method_get_connections;
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GDExtensionPtrBuiltInMethod method_has_connections;
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GDExtensionPtrBuiltInMethod method_emit;
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GDExtensionPtrOperatorEvaluator operator_equal_Variant;
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GDExtensionPtrOperatorEvaluator operator_not_equal_Variant;
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GDExtensionPtrOperatorEvaluator operator_not;
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GDExtensionPtrOperatorEvaluator operator_equal_Signal;
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GDExtensionPtrOperatorEvaluator operator_not_equal_Signal;
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GDExtensionPtrOperatorEvaluator operator_in_Dictionary;
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GDExtensionPtrOperatorEvaluator operator_in_Array;
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} _method_bindings;
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static void init_bindings();
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static void _init_bindings_constructors_destructor();
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Signal(const Variant *p_variant);
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public:
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_FORCE_INLINE_ GDExtensionTypePtr _native_ptr() const { return const_cast<uint8_t(*)[SIGNAL_SIZE]>(&opaque); }
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Signal();
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Signal(const Signal &p_from);
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Signal(Object *p_object, const StringName &p_signal);
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Signal(Signal &&p_other);
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~Signal();
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bool is_null() const;
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Object *get_object() const;
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int64_t get_object_id() const;
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StringName get_name() const;
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int64_t connect(const Callable &p_callable, int64_t p_flags = 0);
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void disconnect(const Callable &p_callable);
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bool is_connected(const Callable &p_callable) const;
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Array get_connections() const;
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bool has_connections() const;
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template <typename... Args>
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void emit(const Args &...p_args) const;
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bool operator==(const Variant &p_other) const;
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bool operator!=(const Variant &p_other) const;
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bool operator!() const;
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bool operator==(const Signal &p_other) const;
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bool operator!=(const Signal &p_other) const;
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Signal &operator=(const Signal &p_other);
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Signal &operator=(Signal &&p_other);
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};
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} // namespace godot
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