virtualx-engine/scene/scene_string_names.h
Hugo Locurcio c15fe90ac4 Make pressing Enter confirm project creation/import in the project manager
This makes the project manager more friendly to keyboard usage.

You can now create projects more easily without touching the mouse
by opening the project manager, pressing Ctrl + N, entering a project
name and pressing Enter.
2024-09-26 02:06:30 +02:00

163 lines
4.9 KiB
C++

/**************************************************************************/
/* 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 resized;
StringName draw;
StringName hidden;
StringName visibility_changed;
StringName input_event;
StringName gui_input;
StringName item_rect_changed;
StringName shader;
StringName tree_entered;
StringName tree_exiting;
StringName tree_exited;
StringName ready;
StringName size_flags_changed;
StringName minimum_size_changed;
StringName sleeping_state_changed;
StringName update;
StringName updated;
StringName line_separation;
StringName font;
StringName font_size;
StringName font_color;
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 skeleton_updated;
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 _ready;
StringName screen_entered;
StringName screen_exited;
StringName _spatial_editor_group;
StringName _request_gizmo;
StringName offset;
StringName rotation_mode;
StringName rotate;
StringName v_offset;
StringName h_offset;
StringName area_entered;
StringName area_exited;
StringName frame_changed;
StringName texture_changed;
StringName autoplay;
StringName blend_times;
StringName speed;
NodePath path_pp;
StringName default_; // "default", conflict with C++ keyword.
StringName node_configuration_warning_changed;
StringName output;
StringName Master;
StringName window_input;
StringName theme_changed;
StringName shader_overrides_group;
StringName shader_overrides_group_active;
StringName pressed;
StringName id_pressed;
StringName toggled;
StringName panel;
StringName item_selected;
StringName confirmed;
StringName text_changed;
StringName text_submitted;
StringName value_changed;
};
#define SceneStringName(m_name) SceneStringNames::get_singleton()->m_name
#endif // SCENE_STRING_NAMES_H