/**************************************************************************/
/*  scene_string_names.h                                                  */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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"

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 _custom_type_script;

	StringName pressed;
	StringName id_pressed;
	StringName toggled;

	StringName panel;

	StringName item_selected;

	StringName confirmed;

	StringName text_changed;
	StringName text_submitted;
	StringName value_changed;
};

#define SceneStringName(m_name) SceneStringNames::get_singleton()->m_name

#endif // SCENE_STRING_NAMES_H