/**************************************************************************/ /* 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 { friend void register_scene_types(); friend void unregister_scene_types(); static SceneStringNames *singleton; static void create() { singleton = memnew(SceneStringNames); } static void free() { memdelete(singleton); singleton = nullptr; } SceneStringNames(); public: _FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; } StringName resized; StringName draw; StringName hidden; StringName visibility_changed; StringName input_event; StringName gui_input; StringName item_rect_changed; StringName shader; StringName tree_entered; StringName tree_exiting; StringName tree_exited; StringName ready; StringName size_flags_changed; StringName minimum_size_changed; StringName sleeping_state_changed; StringName update; StringName updated; StringName line_separation; StringName font; StringName font_size; StringName font_color; StringName mouse_entered; StringName mouse_exited; StringName mouse_shape_entered; StringName mouse_shape_exited; StringName focus_entered; StringName focus_exited; StringName pre_sort_children; StringName sort_children; StringName finished; StringName animation_finished; StringName animation_changed; StringName animation_started; StringName RESET; StringName pose_updated; StringName skeleton_updated; StringName bone_enabled_changed; StringName show_rest_only_changed; StringName body_shape_entered; StringName body_entered; StringName body_shape_exited; StringName body_exited; StringName area_shape_entered; StringName area_shape_exited; StringName _ready; StringName screen_entered; StringName screen_exited; StringName _spatial_editor_group; StringName _request_gizmo; StringName offset; StringName rotation_mode; StringName rotate; StringName v_offset; StringName h_offset; StringName area_entered; StringName area_exited; StringName frame_changed; StringName texture_changed; StringName autoplay; StringName blend_times; StringName speed; NodePath path_pp; StringName default_; // "default", conflict with C++ keyword. StringName node_configuration_warning_changed; StringName output; StringName Master; StringName window_input; StringName theme_changed; StringName shader_overrides_group; StringName shader_overrides_group_active; StringName pressed; StringName id_pressed; StringName panel; }; #define SceneStringName(m_name) SceneStringNames::get_singleton()->m_name #endif // SCENE_STRING_NAMES_H