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scene_string_names.h
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/**************************************************************************/
/* scene_string_names.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef SCENE_STRING_NAMES_H
#define SCENE_STRING_NAMES_H
#include "core/string/node_path.h"
#include "core/string/string_name.h"
class SceneStringNames {
inline static SceneStringNames *singleton = nullptr;
public:
static void create() { singleton = memnew(SceneStringNames); }
static void free() {
memdelete(singleton);
singleton = nullptr;
}
_FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; }
const StringName resized = StaticCString::create("resized");
const StringName draw = StaticCString::create("draw");
const StringName hidden = StaticCString::create("hidden");
const StringName visibility_changed = StaticCString::create("visibility_changed");
const StringName input_event = StaticCString::create("input_event");
const StringName gui_input = StaticCString::create("gui_input");
const StringName window_input = StaticCString::create("window_input");
const StringName tree_entered = StaticCString::create("tree_entered");
const StringName tree_exiting = StaticCString::create("tree_exiting");
const StringName tree_exited = StaticCString::create("tree_exited");
const StringName ready = StaticCString::create("ready");
const StringName _ready = StaticCString::create("_ready");
const StringName item_rect_changed = StaticCString::create("item_rect_changed");
const StringName size_flags_changed = StaticCString::create("size_flags_changed");
const StringName minimum_size_changed = StaticCString::create("minimum_size_changed");
const StringName sleeping_state_changed = StaticCString::create("sleeping_state_changed");
const StringName node_configuration_warning_changed = StaticCString::create("node_configuration_warning_changed");
const StringName update = StaticCString::create("update");
const StringName updated = StaticCString::create("updated");
const StringName line_separation = StaticCString::create("line_separation");
const StringName font = StaticCString::create("font");
const StringName font_size = StaticCString::create("font_size");
const StringName font_color = StaticCString::create("font_color");
const StringName mouse_entered = StaticCString::create("mouse_entered");
const StringName mouse_exited = StaticCString::create("mouse_exited");
const StringName mouse_shape_entered = StaticCString::create("mouse_shape_entered");
const StringName mouse_shape_exited = StaticCString::create("mouse_shape_exited");
const StringName focus_entered = StaticCString::create("focus_entered");
const StringName focus_exited = StaticCString::create("focus_exited");
const StringName pre_sort_children = StaticCString::create("pre_sort_children");
const StringName sort_children = StaticCString::create("sort_children");
const StringName finished = StaticCString::create("finished");
const StringName animation_finished = StaticCString::create("animation_finished");
const StringName animation_changed = StaticCString::create("animation_changed");
const StringName animation_started = StaticCString::create("animation_started");
const StringName RESET = StaticCString::create("RESET");
const StringName pose_updated = StaticCString::create("pose_updated");
const StringName skeleton_updated = StaticCString::create("skeleton_updated");
const StringName bone_enabled_changed = StaticCString::create("bone_enabled_changed");
const StringName show_rest_only_changed = StaticCString::create("show_rest_only_changed");
const StringName body_shape_entered = StaticCString::create("body_shape_entered");
const StringName body_entered = StaticCString::create("body_entered");
const StringName body_shape_exited = StaticCString::create("body_shape_exited");
const StringName body_exited = StaticCString::create("body_exited");
const StringName area_shape_entered = StaticCString::create("area_shape_entered");
const StringName area_shape_exited = StaticCString::create("area_shape_exited");
const StringName screen_entered = StaticCString::create("screen_entered");
const StringName screen_exited = StaticCString::create("screen_exited");
const StringName _spatial_editor_group = StaticCString::create("_spatial_editor_group");
const StringName _request_gizmo = StaticCString::create("_request_gizmo");
const StringName offset = StaticCString::create("offset");
const StringName rotation_mode = StaticCString::create("rotation_mode");
const StringName rotate = StaticCString::create("rotate");
const StringName h_offset = StaticCString::create("h_offset");
const StringName v_offset = StaticCString::create("v_offset");
const StringName area_entered = StaticCString::create("area_entered");
const StringName area_exited = StaticCString::create("area_exited");
const StringName frame_changed = StaticCString::create("frame_changed");
const StringName texture_changed = StaticCString::create("texture_changed");
const StringName autoplay = StaticCString::create("autoplay");
const StringName blend_times = StaticCString::create("blend_times");
const StringName speed = StaticCString::create("speed");
const NodePath path_pp = NodePath("..");
const StringName default_ = StaticCString::create("default"); // default would conflict with C++ keyword.
const StringName output = StaticCString::create("output");
const StringName Master = StaticCString::create("Master"); // Audio bus name.
const StringName theme_changed = StaticCString::create("theme_changed");
const StringName shader = StaticCString::create("shader");
const StringName shader_overrides_group = StaticCString::create("_shader_overrides_group_");
const StringName shader_overrides_group_active = StaticCString::create("_shader_overrides_group_active_");
const StringName _custom_type_script = StaticCString::create("_custom_type_script");
const StringName pressed = StaticCString::create("pressed");
const StringName id_pressed = StaticCString::create("id_pressed");
const StringName toggled = StaticCString::create("toggled");
const StringName hover = StaticCString::create("hover");
const StringName panel = StaticCString::create("panel");
const StringName item_selected = StaticCString::create("item_selected");
const StringName confirmed = StaticCString::create("confirmed");
const StringName text_changed = StaticCString::create("text_changed");
const StringName text_submitted = StaticCString::create("text_submitted");
const StringName value_changed = StaticCString::create("value_changed");
const StringName Start = StaticCString::create("Start");
const StringName End = StaticCString::create("End");
const StringName FlatButton = StaticCString::create("FlatButton");
};
#define SceneStringName(m_name) SceneStringNames::get_singleton()->m_name
#endif // SCENE_STRING_NAMES_H