/**************************************************************************/ /* 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. */ /**************************************************************************/ #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 _estimate_cost; StringName _compute_cost; StringName resized; StringName dot; StringName doubledot; StringName draw; StringName hidden; StringName visibility_changed; StringName input_event; StringName _input_event; StringName gui_input; StringName _gui_input; StringName item_rect_changed; StringName shader; StringName shader_unshaded; StringName shading_mode; StringName tree_entered; StringName tree_exiting; StringName tree_exited; StringName ready; StringName size_flags_changed; StringName minimum_size_changed; StringName sleeping_state_changed; StringName idle; StringName iteration; StringName update; StringName updated; StringName line_separation; 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 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; StringName area_shape_entered; StringName area_shape_exited; StringName _body_inout; StringName _area_inout; StringName _physics_process; StringName _process; StringName _enter_world; StringName _exit_world; StringName _enter_tree; StringName _exit_tree; StringName _draw; StringName _input; StringName _ready; StringName _unhandled_input; StringName _unhandled_key_input; StringName _pressed; StringName _toggled; StringName _update_scroll; StringName _update_xform; StringName _structured_text_parser; StringName _proxgroup_add; StringName _proxgroup_remove; StringName grouped; StringName ungrouped; StringName _has_point; StringName _get_drag_data; StringName _can_drop_data; StringName _drop_data; StringName screen_entered; StringName screen_exited; StringName viewport_entered; StringName viewport_exited; StringName camera_entered; StringName camera_exited; StringName changed; StringName _shader_changed; StringName _spatial_editor_group; StringName _request_gizmo; StringName _set_subgizmo_selection; StringName _clear_subgizmo_selection; StringName offset; StringName unit_offset; StringName rotation_mode; StringName rotate; 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; StringName _get_minimum_size; 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 parameters_base_path; StringName _window_group; StringName _window_input; StringName _window_unhandled_input; StringName window_input; 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 }; #endif // SCENE_STRING_NAMES_H