virtualx-engine/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 resized;
StringName draw;
StringName hidden;
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StringName visibility_changed;
StringName input_event;
StringName gui_input;
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StringName item_rect_changed;
StringName shader;
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 update;
StringName updated;
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StringName line_separation;
StringName font;
StringName font_size;
StringName font_color;
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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;
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;
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StringName area_shape_entered;
StringName area_shape_exited;
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StringName _ready;
StringName screen_entered;
StringName screen_exited;
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StringName _spatial_editor_group;
StringName _request_gizmo;
StringName offset;
StringName rotation_mode;
StringName rotate;
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StringName v_offset;
StringName h_offset;
StringName area_entered;
StringName area_exited;
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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;
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StringName pressed;
StringName id_pressed;
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StringName toggled;
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StringName panel;
StringName item_selected;
StringName confirmed;
StringName text_changed;
StringName value_changed;
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};
#define SceneStringName(m_name) SceneStringNames::get_singleton()->m_name
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#endif // SCENE_STRING_NAMES_H