d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
199 lines
5.4 KiB
C++
199 lines
5.4 KiB
C++
/*************************************************************************/
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/* scene_string_names.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef SCENE_STRING_NAMES_H
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#define SCENE_STRING_NAMES_H
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#include "string_db.h"
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#include "path_db.h"
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class SceneStringNames {
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friend void register_scene_types();
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friend void unregister_scene_types();
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static SceneStringNames* singleton;
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static void create() { singleton = memnew(SceneStringNames); }
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static void free() { memdelete( singleton); singleton=NULL; }
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SceneStringNames();
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public:
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_FORCE_INLINE_ static SceneStringNames* get_singleton() { return singleton; }
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StringName resized;
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StringName dot;
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StringName doubledot;
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StringName draw;
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StringName hide;
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StringName visibility_changed;
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StringName input_event;
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StringName _input_event;
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StringName item_rect_changed;
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StringName shader_shader;
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StringName shader_unshaded;
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StringName shading_mode;
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StringName enter_tree;
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StringName exit_tree;
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StringName size_flags_changed;
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StringName minimum_size_changed;
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StringName sleeping_state_changed;
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StringName idle;
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StringName iteration;
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StringName update;
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StringName updated;
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StringName line_separation;
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StringName mouse_enter;
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StringName mouse_exit;
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StringName focus_enter;
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StringName focus_exit;
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StringName sort_children;
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StringName finished;
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StringName animation_changed;
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StringName animation_started;
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StringName body_enter_shape;
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StringName body_enter;
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StringName body_exit_shape;
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StringName body_exit;
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StringName area_enter_shape;
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StringName area_exit_shape;
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StringName _body_inout;
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StringName _area_inout;
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StringName _get_gizmo_geometry;
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StringName _can_gizmo_scale;
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StringName _fixed_process;
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StringName _process;
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StringName _enter_world;
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StringName _exit_world;
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StringName _enter_tree;
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StringName _exit_tree;
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StringName _draw;
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StringName _input;
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StringName _ready;
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StringName _pressed;
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StringName _toggled;
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StringName _update_scroll;
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StringName _update_xform;
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StringName _proxgroup_add;
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StringName _proxgroup_remove;
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StringName grouped;
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StringName ungrouped;
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StringName has_point;
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StringName get_drag_data;
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StringName can_drop_data;
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StringName drop_data;
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StringName enter_screen;
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StringName exit_screen;
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StringName enter_viewport;
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StringName exit_viewport;
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StringName enter_camera;
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StringName exit_camera;
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StringName _body_enter_tree;
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StringName _body_exit_tree;
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StringName _area_enter_tree;
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StringName _area_exit_tree;
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StringName changed;
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StringName _shader_changed;
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StringName _spatial_editor_group;
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StringName _request_gizmo;
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StringName offset;
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StringName unit_offset;
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StringName rotation_mode;
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StringName rotate;
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StringName v_offset;
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StringName h_offset;
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StringName transform_pos;
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StringName transform_rot;
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StringName transform_scale;
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StringName _update_remote;
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StringName _update_pairs;
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StringName area_enter;
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StringName area_exit;
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StringName get_minimum_size;
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StringName play_play;
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StringName _im_update;
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StringName _queue_update;
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StringName baked_light_changed;
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StringName _baked_light_changed;
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StringName _mouse_enter;
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StringName _mouse_exit;
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StringName frame_changed;
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StringName playback_speed;
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StringName playback_active;
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StringName autoplay;
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StringName blend_times;
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StringName speed;
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NodePath path_pp;
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StringName _default;
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StringName node_configuration_warning_changed;
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enum {
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MAX_MATERIALS=32
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};
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StringName mesh_materials[MAX_MATERIALS];
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StringName _mesh_changed;
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};
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#endif // SCENE_STRING_NAMES_H
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