/**************************************************************************/ /* scene_string_names.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "scene_string_names.h" SceneStringNames *SceneStringNames::singleton = nullptr; SceneStringNames::SceneStringNames() { resized = StaticCString::create("resized"); draw = StaticCString::create("draw"); hidden = StaticCString::create("hidden"); visibility_changed = StaticCString::create("visibility_changed"); input_event = StaticCString::create("input_event"); shader = StaticCString::create("shader"); tree_entered = StaticCString::create("tree_entered"); tree_exiting = StaticCString::create("tree_exiting"); tree_exited = StaticCString::create("tree_exited"); ready = StaticCString::create("ready"); item_rect_changed = StaticCString::create("item_rect_changed"); size_flags_changed = StaticCString::create("size_flags_changed"); minimum_size_changed = StaticCString::create("minimum_size_changed"); sleeping_state_changed = StaticCString::create("sleeping_state_changed"); finished = StaticCString::create("finished"); animation_finished = StaticCString::create("animation_finished"); animation_changed = StaticCString::create("animation_changed"); animation_started = StaticCString::create("animation_started"); RESET = StaticCString::create("RESET"); pose_updated = StaticCString::create("pose_updated"); skeleton_updated = StaticCString::create("skeleton_updated"); bone_enabled_changed = StaticCString::create("bone_enabled_changed"); show_rest_only_changed = StaticCString::create("show_rest_only_changed"); mouse_entered = StaticCString::create("mouse_entered"); mouse_exited = StaticCString::create("mouse_exited"); mouse_shape_entered = StaticCString::create("mouse_shape_entered"); mouse_shape_exited = StaticCString::create("mouse_shape_exited"); focus_entered = StaticCString::create("focus_entered"); focus_exited = StaticCString::create("focus_exited"); pre_sort_children = StaticCString::create("pre_sort_children"); sort_children = StaticCString::create("sort_children"); body_shape_entered = StaticCString::create("body_shape_entered"); body_entered = StaticCString::create("body_entered"); body_shape_exited = StaticCString::create("body_shape_exited"); body_exited = StaticCString::create("body_exited"); area_shape_entered = StaticCString::create("area_shape_entered"); area_shape_exited = StaticCString::create("area_shape_exited"); update = StaticCString::create("update"); updated = StaticCString::create("updated"); _ready = StaticCString::create("_ready"); screen_entered = StaticCString::create("screen_entered"); screen_exited = StaticCString::create("screen_exited"); gui_input = StaticCString::create("gui_input"); _spatial_editor_group = StaticCString::create("_spatial_editor_group"); _request_gizmo = StaticCString::create("_request_gizmo"); offset = StaticCString::create("offset"); rotation_mode = StaticCString::create("rotation_mode"); rotate = StaticCString::create("rotate"); h_offset = StaticCString::create("h_offset"); v_offset = StaticCString::create("v_offset"); area_entered = StaticCString::create("area_entered"); area_exited = StaticCString::create("area_exited"); line_separation = StaticCString::create("line_separation"); frame_changed = StaticCString::create("frame_changed"); texture_changed = StaticCString::create("texture_changed"); autoplay = StaticCString::create("autoplay"); blend_times = StaticCString::create("blend_times"); speed = StaticCString::create("speed"); node_configuration_warning_changed = StaticCString::create("node_configuration_warning_changed"); output = StaticCString::create("output"); path_pp = NodePath(".."); // Audio bus name. Master = StaticCString::create("Master"); default_ = StaticCString::create("default"); window_input = StaticCString::create("window_input"); theme_changed = StaticCString::create("theme_changed"); shader_overrides_group = StaticCString::create("_shader_overrides_group_"); shader_overrides_group_active = StaticCString::create("_shader_overrides_group_active_"); pressed = StaticCString::create("pressed"); id_pressed = StaticCString::create("id_pressed"); panel = StaticCString::create("panel"); }