Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/variant/signal.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

113 lines
4.8 KiB
C++

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