/*************************************************************************/ /* scene_string_names.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* 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 "string_db.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=NULL; } SceneStringNames(); public: _FORCE_INLINE_ static SceneStringNames* get_singleton() { return singleton; } StringName resized; StringName dot; StringName doubledot; StringName draw; StringName hide; StringName visibility_changed; StringName input_event; StringName _input_event; StringName item_rect_changed; StringName shader_shader; StringName enter_scene; StringName exit_scene; StringName size_flags_changed; StringName minimum_size_changed; StringName idle; StringName iteration; StringName update; StringName line_separation; StringName mouse_enter; StringName mouse_exit; StringName focus_enter; StringName focus_exit; StringName sort_children; StringName finished; StringName animation_changed; StringName body_enter_shape; StringName body_enter; StringName body_exit_shape; StringName body_exit; StringName _get_gizmo_geometry; StringName _can_gizmo_scale; StringName _fixed_process; StringName _process; StringName _enter_world; StringName _exit_world; StringName _enter_scene; StringName _exit_scene; StringName _draw; StringName _input; StringName _ready; StringName _update_scroll; StringName _update_xform; 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 enter_screen; StringName exit_screen; StringName enter_viewport; StringName exit_viewport; StringName enter_camera; StringName exit_camera; StringName _body_enter_scene; StringName _body_exit_scene; StringName changed; StringName _shader_changed; StringName _spatial_editor_group; StringName _request_gizmo; StringName offset; StringName unit_offset; StringName rotation_mode; StringName v_offset; StringName h_offset; StringName transform_pos; StringName transform_rot; StringName transform_scale; StringName _update_remote; StringName _update_pairs; StringName area_enter; StringName area_exit; StringName get_minimum_size; StringName play_play; StringName _im_update; StringName _queue_update; StringName baked_light_changed; StringName _baked_light_changed; }; #endif // SCENE_STRING_NAMES_H