virtualx-engine/scene/scene_string_names.cpp
Juan Linietsky 6f0b4678e2 More 3D Improvements
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-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.
2014-05-29 10:56:39 -03:00

143 lines
6.2 KiB
C++

/*************************************************************************/
/* scene_string_names.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "scene_string_names.h"
SceneStringNames* SceneStringNames::singleton=NULL;
SceneStringNames::SceneStringNames() {
resized=StaticCString::create("resized");
dot=StaticCString::create(".");
doubledot=StaticCString::create("..");
draw=StaticCString::create("draw");
_draw=StaticCString::create("_draw");
hide=StaticCString::create("hide");
visibility_changed=StaticCString::create("visibility_changed");
input_event=StaticCString::create("input_event");
shader_shader=StaticCString::create("shader/shader");
enter_scene=StaticCString::create("enter_scene");
exit_scene=StaticCString::create("exit_scene");
item_rect_changed=StaticCString::create("item_rect_changed");
size_flags_changed=StaticCString::create("size_flags_changed");
minimum_size_changed=StaticCString::create("minimum_size_changed");
finished=StaticCString::create("finished");
animation_changed=StaticCString::create("animation_changed");
mouse_enter=StaticCString::create("mouse_enter");
mouse_exit=StaticCString::create("mouse_exit");
focus_enter=StaticCString::create("focus_enter");
focus_exit=StaticCString::create("focus_exit");
sort_children = StaticCString::create("sort_children");
body_enter_shape = StaticCString::create("body_enter_shape");
body_enter = StaticCString::create("body_enter");
body_exit_shape = StaticCString::create("body_exit_shape");
body_exit = StaticCString::create("body_exit");
idle=StaticCString::create("idle");
iteration=StaticCString::create("iteration");
update=StaticCString::create("update");
_get_gizmo_geometry=StaticCString::create("_get_gizmo_geometry");
_can_gizmo_scale=StaticCString::create("_can_gizmo_scale");
_fixed_process=StaticCString::create("_fixed_process");
_process=StaticCString::create("_process");
_enter_scene=StaticCString::create("_enter_scene");
_exit_scene=StaticCString::create("_exit_scene");
_enter_world=StaticCString::create("_enter_world");
_exit_world=StaticCString::create("_exit_world");
_ready=StaticCString::create("_ready");
_update_scroll=StaticCString::create("_update_scroll");
_update_xform=StaticCString::create("_update_xform");
_proxgroup_add=StaticCString::create("_proxgroup_add");
_proxgroup_remove=StaticCString::create("_proxgroup_remove");
grouped=StaticCString::create("grouped");
ungrouped=StaticCString::create("ungrouped");
enter_screen=StaticCString::create("enter_screen");
exit_screen=StaticCString::create("exit_screen");
enter_viewport=StaticCString::create("enter_viewport");
exit_viewport=StaticCString::create("exit_viewport");
enter_camera=StaticCString::create("enter_camera");
exit_camera=StaticCString::create("exit_camera");
_body_enter_scene = StaticCString::create("_body_enter_scene");
_body_exit_scene = StaticCString::create("_body_exit_scene");
_input_event=StaticCString::create("_input_event");
changed=StaticCString::create("changed");
_shader_changed=StaticCString::create("_shader_changed");
_spatial_editor_group=StaticCString::create("_spatial_editor_group");
_request_gizmo=StaticCString::create("_request_gizmo");
offset=StaticCString::create("offset");
unit_offset=StaticCString::create("unit_offset");
rotation_mode=StaticCString::create("rotation_mode");
h_offset=StaticCString::create("h_offset");
v_offset=StaticCString::create("v_offset");
transform_pos=StaticCString::create("transform/pos");
transform_rot=StaticCString::create("transform/rot");
transform_scale=StaticCString::create("transform/scale");
_update_remote=StaticCString::create("_update_remote");
_update_pairs=StaticCString::create("_update_pairs");
get_minimum_size=StaticCString::create("get_minimum_size");
area_enter=StaticCString::create("area_enter");
area_exit=StaticCString::create("area_exit");
has_point = StaticCString::create("has_point");
line_separation = StaticCString::create("line_separation");
play_play = StaticCString::create("play/play");
get_drag_data = StaticCString::create("get_drag_data");
drop_data = StaticCString::create("drop_data");
can_drop_data = StaticCString::create("can_drop_data");
_im_update = StaticCString::create("_im_update");
_queue_update = StaticCString::create("_queue_update");
}