virtualx-engine/scene/scene_string_names.cpp

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/**************************************************************************/
/* scene_string_names.cpp */
/**************************************************************************/
/* 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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#include "scene_string_names.h"
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SceneStringNames *SceneStringNames::singleton = nullptr;
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SceneStringNames::SceneStringNames() {
resized = StaticCString::create("resized");
draw = StaticCString::create("draw");
hidden = StaticCString::create("hidden");
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visibility_changed = StaticCString::create("visibility_changed");
input_event = StaticCString::create("input_event");
shader = StaticCString::create("shader");
tree_entered = StaticCString::create("tree_entered");
tree_exiting = StaticCString::create("tree_exiting");
tree_exited = StaticCString::create("tree_exited");
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ready = StaticCString::create("ready");
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item_rect_changed = StaticCString::create("item_rect_changed");
size_flags_changed = StaticCString::create("size_flags_changed");
minimum_size_changed = StaticCString::create("minimum_size_changed");
sleeping_state_changed = StaticCString::create("sleeping_state_changed");
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finished = StaticCString::create("finished");
animation_finished = StaticCString::create("animation_finished");
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animation_changed = StaticCString::create("animation_changed");
animation_started = StaticCString::create("animation_started");
RESET = StaticCString::create("RESET");
pose_updated = StaticCString::create("pose_updated");
skeleton_updated = StaticCString::create("skeleton_updated");
bone_enabled_changed = StaticCString::create("bone_enabled_changed");
show_rest_only_changed = StaticCString::create("show_rest_only_changed");
mouse_entered = StaticCString::create("mouse_entered");
mouse_exited = StaticCString::create("mouse_exited");
mouse_shape_entered = StaticCString::create("mouse_shape_entered");
mouse_shape_exited = StaticCString::create("mouse_shape_exited");
focus_entered = StaticCString::create("focus_entered");
focus_exited = StaticCString::create("focus_exited");
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pre_sort_children = StaticCString::create("pre_sort_children");
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sort_children = StaticCString::create("sort_children");
body_shape_entered = StaticCString::create("body_shape_entered");
body_entered = StaticCString::create("body_entered");
body_shape_exited = StaticCString::create("body_shape_exited");
body_exited = StaticCString::create("body_exited");
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area_shape_entered = StaticCString::create("area_shape_entered");
area_shape_exited = StaticCString::create("area_shape_exited");
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update = StaticCString::create("update");
updated = StaticCString::create("updated");
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_ready = StaticCString::create("_ready");
screen_entered = StaticCString::create("screen_entered");
screen_exited = StaticCString::create("screen_exited");
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gui_input = StaticCString::create("gui_input");
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_spatial_editor_group = StaticCString::create("_spatial_editor_group");
_request_gizmo = StaticCString::create("_request_gizmo");
offset = StaticCString::create("offset");
rotation_mode = StaticCString::create("rotation_mode");
rotate = StaticCString::create("rotate");
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h_offset = StaticCString::create("h_offset");
v_offset = StaticCString::create("v_offset");
area_entered = StaticCString::create("area_entered");
area_exited = StaticCString::create("area_exited");
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line_separation = StaticCString::create("line_separation");
font = StaticCString::create("font");
font_size = StaticCString::create("font_size");
font_color = StaticCString::create("font_color");
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frame_changed = StaticCString::create("frame_changed");
texture_changed = StaticCString::create("texture_changed");
autoplay = StaticCString::create("autoplay");
blend_times = StaticCString::create("blend_times");
speed = StaticCString::create("speed");
node_configuration_warning_changed = StaticCString::create("node_configuration_warning_changed");
output = StaticCString::create("output");
path_pp = NodePath("..");
// Audio bus name.
Master = StaticCString::create("Master");
default_ = StaticCString::create("default");
window_input = StaticCString::create("window_input");
theme_changed = StaticCString::create("theme_changed");
shader_overrides_group = StaticCString::create("_shader_overrides_group_");
shader_overrides_group_active = StaticCString::create("_shader_overrides_group_active_");
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pressed = StaticCString::create("pressed");
id_pressed = StaticCString::create("id_pressed");
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toggled = StaticCString::create("toggled");
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panel = StaticCString::create("panel");
item_selected = StaticCString::create("item_selected");
confirmed = StaticCString::create("confirmed");
text_changed = StaticCString::create("text_changed");
value_changed = StaticCString::create("value_changed");
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}