godot/scene/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. */
/**************************************************************************/
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#ifndef SCENE_STRING_NAMES_H
#define SCENE_STRING_NAMES_H
#include "core/string/node_path.h"
#include "core/string/string_name.h"
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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);
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singleton = nullptr;
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}
SceneStringNames();
public:
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_FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; }
StringName _estimate_cost;
StringName _compute_cost;
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StringName resized;
StringName dot;
StringName doubledot;
StringName draw;
StringName hidden;
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StringName visibility_changed;
StringName input_event;
StringName _input_event;
StringName gui_input;
StringName _gui_input;
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StringName item_rect_changed;
StringName shader;
StringName shader_unshaded;
StringName shading_mode;
StringName tree_entered;
StringName tree_exiting;
StringName tree_exited;
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StringName ready;
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StringName size_flags_changed;
StringName minimum_size_changed;
StringName sleeping_state_changed;
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StringName idle;
StringName iteration;
StringName update;
StringName updated;
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StringName line_separation;
StringName mouse_entered;
StringName mouse_exited;
StringName mouse_shape_entered;
StringName mouse_shape_exited;
StringName focus_entered;
StringName focus_exited;
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StringName pre_sort_children;
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StringName sort_children;
StringName finished;
StringName animation_finished;
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StringName animation_changed;
StringName animation_started;
StringName RESET;
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StringName pose_updated;
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
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StringName bone_pose_changed;
StringName bone_enabled_changed;
StringName show_rest_only_changed;
StringName body_shape_entered;
StringName body_entered;
StringName body_shape_exited;
StringName body_exited;
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StringName area_shape_entered;
StringName area_shape_exited;
StringName _body_inout;
StringName _area_inout;
StringName _physics_process;
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StringName _process;
StringName _enter_world;
StringName _exit_world;
StringName _enter_tree;
StringName _exit_tree;
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StringName _draw;
StringName _input;
StringName _ready;
StringName _unhandled_input;
StringName _unhandled_key_input;
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StringName _pressed;
StringName _toggled;
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StringName _update_scroll;
StringName _update_xform;
StringName _structured_text_parser;
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StringName _proxgroup_add;
StringName _proxgroup_remove;
StringName grouped;
StringName ungrouped;
StringName _has_point;
StringName _get_drag_data;
StringName _can_drop_data;
StringName _drop_data;
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StringName screen_entered;
StringName screen_exited;
StringName viewport_entered;
StringName viewport_exited;
StringName camera_entered;
StringName camera_exited;
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StringName changed;
StringName _shader_changed;
StringName _spatial_editor_group;
StringName _request_gizmo;
StringName _set_subgizmo_selection;
StringName _clear_subgizmo_selection;
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StringName offset;
StringName unit_offset;
StringName rotation_mode;
StringName rotate;
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StringName v_offset;
StringName h_offset;
StringName transform_pos;
StringName transform_rot;
StringName transform_scale;
StringName _update_remote;
StringName _update_pairs;
StringName area_entered;
StringName area_exited;
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StringName _get_minimum_size;
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StringName baked_light_changed;
StringName _baked_light_changed;
StringName _mouse_enter;
StringName _mouse_exit;
StringName _mouse_shape_enter;
StringName _mouse_shape_exit;
StringName frame_changed;
StringName texture_changed;
StringName playback_speed;
StringName playback_active;
StringName autoplay;
StringName blend_times;
StringName speed;
NodePath path_pp;
StringName _default;
StringName node_configuration_warning_changed;
StringName output;
StringName Master;
StringName parameters_base_path;
StringName _window_group;
StringName _window_input;
StringName _window_unhandled_input;
StringName window_input;
StringName _get_contents_minimum_size;
StringName theme_changed;
StringName shader_overrides_group;
StringName shader_overrides_group_active;
#ifndef DISABLE_DEPRECATED
StringName use_in_baked_light;
StringName use_dynamic_gi;
#endif
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};
#endif // SCENE_STRING_NAMES_H