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163 lines
4.9 KiB
C++
163 lines
4.9 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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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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 "core/string/node_path.h"
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#include "core/string/string_name.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() {
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memdelete(singleton);
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singleton = nullptr;
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}
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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 draw;
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StringName hidden;
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StringName visibility_changed;
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StringName input_event;
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StringName gui_input;
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StringName item_rect_changed;
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StringName shader;
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StringName tree_entered;
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StringName tree_exiting;
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StringName tree_exited;
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StringName ready;
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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 update;
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StringName updated;
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StringName line_separation;
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StringName font;
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StringName font_size;
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StringName font_color;
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StringName mouse_entered;
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StringName mouse_exited;
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StringName mouse_shape_entered;
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StringName mouse_shape_exited;
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StringName focus_entered;
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StringName focus_exited;
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StringName pre_sort_children;
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StringName sort_children;
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StringName finished;
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StringName animation_finished;
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StringName animation_changed;
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StringName animation_started;
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StringName RESET;
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StringName pose_updated;
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StringName skeleton_updated;
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StringName bone_enabled_changed;
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StringName show_rest_only_changed;
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StringName body_shape_entered;
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StringName body_entered;
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StringName body_shape_exited;
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StringName body_exited;
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StringName area_shape_entered;
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StringName area_shape_exited;
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StringName _ready;
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StringName screen_entered;
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StringName screen_exited;
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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 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 area_entered;
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StringName area_exited;
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StringName frame_changed;
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StringName texture_changed;
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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_; // "default", conflict with C++ keyword.
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StringName node_configuration_warning_changed;
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StringName output;
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StringName Master;
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StringName window_input;
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StringName theme_changed;
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StringName shader_overrides_group;
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StringName shader_overrides_group_active;
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StringName pressed;
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StringName id_pressed;
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StringName toggled;
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StringName panel;
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StringName item_selected;
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StringName confirmed;
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StringName text_changed;
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StringName value_changed;
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};
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#define SceneStringName(m_name) SceneStringNames::get_singleton()->m_name
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#endif // SCENE_STRING_NAMES_H
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