170 lines
4.8 KiB
C++
170 lines
4.8 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) 2007-2014 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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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 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 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 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 _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 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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};
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#endif // SCENE_STRING_NAMES_H
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