6f0b4678e2
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
143 lines
6.2 KiB
C++
143 lines
6.2 KiB
C++
/*************************************************************************/
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/* scene_string_names.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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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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#include "scene_string_names.h"
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SceneStringNames* SceneStringNames::singleton=NULL;
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SceneStringNames::SceneStringNames() {
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resized=StaticCString::create("resized");
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dot=StaticCString::create(".");
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doubledot=StaticCString::create("..");
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draw=StaticCString::create("draw");
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_draw=StaticCString::create("_draw");
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hide=StaticCString::create("hide");
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visibility_changed=StaticCString::create("visibility_changed");
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input_event=StaticCString::create("input_event");
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shader_shader=StaticCString::create("shader/shader");
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enter_scene=StaticCString::create("enter_scene");
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exit_scene=StaticCString::create("exit_scene");
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item_rect_changed=StaticCString::create("item_rect_changed");
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size_flags_changed=StaticCString::create("size_flags_changed");
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minimum_size_changed=StaticCString::create("minimum_size_changed");
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finished=StaticCString::create("finished");
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animation_changed=StaticCString::create("animation_changed");
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mouse_enter=StaticCString::create("mouse_enter");
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mouse_exit=StaticCString::create("mouse_exit");
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focus_enter=StaticCString::create("focus_enter");
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focus_exit=StaticCString::create("focus_exit");
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sort_children = StaticCString::create("sort_children");
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body_enter_shape = StaticCString::create("body_enter_shape");
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body_enter = StaticCString::create("body_enter");
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body_exit_shape = StaticCString::create("body_exit_shape");
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body_exit = StaticCString::create("body_exit");
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idle=StaticCString::create("idle");
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iteration=StaticCString::create("iteration");
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update=StaticCString::create("update");
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_get_gizmo_geometry=StaticCString::create("_get_gizmo_geometry");
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_can_gizmo_scale=StaticCString::create("_can_gizmo_scale");
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_fixed_process=StaticCString::create("_fixed_process");
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_process=StaticCString::create("_process");
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_enter_scene=StaticCString::create("_enter_scene");
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_exit_scene=StaticCString::create("_exit_scene");
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_enter_world=StaticCString::create("_enter_world");
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_exit_world=StaticCString::create("_exit_world");
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_ready=StaticCString::create("_ready");
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_update_scroll=StaticCString::create("_update_scroll");
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_update_xform=StaticCString::create("_update_xform");
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_proxgroup_add=StaticCString::create("_proxgroup_add");
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_proxgroup_remove=StaticCString::create("_proxgroup_remove");
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grouped=StaticCString::create("grouped");
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ungrouped=StaticCString::create("ungrouped");
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enter_screen=StaticCString::create("enter_screen");
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exit_screen=StaticCString::create("exit_screen");
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enter_viewport=StaticCString::create("enter_viewport");
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exit_viewport=StaticCString::create("exit_viewport");
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enter_camera=StaticCString::create("enter_camera");
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exit_camera=StaticCString::create("exit_camera");
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_body_enter_scene = StaticCString::create("_body_enter_scene");
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_body_exit_scene = StaticCString::create("_body_exit_scene");
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_input_event=StaticCString::create("_input_event");
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changed=StaticCString::create("changed");
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_shader_changed=StaticCString::create("_shader_changed");
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_spatial_editor_group=StaticCString::create("_spatial_editor_group");
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_request_gizmo=StaticCString::create("_request_gizmo");
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offset=StaticCString::create("offset");
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unit_offset=StaticCString::create("unit_offset");
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rotation_mode=StaticCString::create("rotation_mode");
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h_offset=StaticCString::create("h_offset");
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v_offset=StaticCString::create("v_offset");
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transform_pos=StaticCString::create("transform/pos");
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transform_rot=StaticCString::create("transform/rot");
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transform_scale=StaticCString::create("transform/scale");
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_update_remote=StaticCString::create("_update_remote");
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_update_pairs=StaticCString::create("_update_pairs");
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get_minimum_size=StaticCString::create("get_minimum_size");
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area_enter=StaticCString::create("area_enter");
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area_exit=StaticCString::create("area_exit");
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has_point = StaticCString::create("has_point");
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line_separation = StaticCString::create("line_separation");
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play_play = StaticCString::create("play/play");
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get_drag_data = StaticCString::create("get_drag_data");
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drop_data = StaticCString::create("drop_data");
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can_drop_data = StaticCString::create("can_drop_data");
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_im_update = StaticCString::create("_im_update");
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_queue_update = StaticCString::create("_queue_update");
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}
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