db3b05d289
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
199 lines
8.6 KiB
C++
199 lines
8.6 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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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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_estimate_cost = StaticCString::create("_estimate_cost");
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_compute_cost = StaticCString::create("_compute_cost");
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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 = StaticCString::create("shader");
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shader_unshaded = StaticCString::create("shader/unshaded");
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shading_mode = StaticCString::create("shader/shading_mode");
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tree_entered = StaticCString::create("tree_entered");
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tree_exited = StaticCString::create("tree_exited");
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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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sleeping_state_changed = StaticCString::create("sleeping_state_changed");
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finished = StaticCString::create("finished");
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emission_finished = StaticCString::create("emission_finished");
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animation_finished = StaticCString::create("animation_finished");
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animation_changed = StaticCString::create("animation_changed");
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animation_started = StaticCString::create("animation_started");
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mouse_entered = StaticCString::create("mouse_entered");
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mouse_exited = StaticCString::create("mouse_exited");
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focus_entered = StaticCString::create("focus_entered");
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focus_exited = StaticCString::create("focus_exited");
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sort_children = StaticCString::create("sort_children");
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body_shape_entered = StaticCString::create("body_shape_entered");
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body_entered = StaticCString::create("body_entered");
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body_shape_exited = StaticCString::create("body_shape_exited");
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body_exited = StaticCString::create("body_exited");
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area_shape_entered = StaticCString::create("area_shape_entered");
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area_shape_exited = StaticCString::create("area_shape_exited");
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_body_inout = StaticCString::create("_body_inout");
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_area_inout = StaticCString::create("_area_inout");
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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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updated = StaticCString::create("updated");
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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_tree = StaticCString::create("_enter_tree");
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_exit_tree = StaticCString::create("_exit_tree");
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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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screen_entered = StaticCString::create("screen_entered");
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screen_exited = StaticCString::create("screen_exited");
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viewport_entered = StaticCString::create("viewport_entered");
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viewport_exited = StaticCString::create("viewport_exited");
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camera_entered = StaticCString::create("camera_entered");
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camera_exited = StaticCString::create("camera_exited");
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_body_enter_tree = StaticCString::create("_body_enter_tree");
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_body_exit_tree = StaticCString::create("_body_exit_tree");
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_area_enter_tree = StaticCString::create("_area_enter_tree");
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_area_exit_tree = StaticCString::create("_area_exit_tree");
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_input = StaticCString::create("_input");
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_input_event = StaticCString::create("_input_event");
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gui_input = StaticCString::create("gui_input");
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_gui_input = StaticCString::create("_gui_input");
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_unhandled_input = StaticCString::create("_unhandled_input");
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_unhandled_key_input = StaticCString::create("_unhandled_key_input");
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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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rotate = StaticCString::create("rotate");
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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_entered = StaticCString::create("area_entered");
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area_exited = StaticCString::create("area_exited");
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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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baked_light_changed = StaticCString::create("baked_light_changed");
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_baked_light_changed = StaticCString::create("_baked_light_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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_pressed = StaticCString::create("_pressed");
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_toggled = StaticCString::create("_toggled");
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frame_changed = StaticCString::create("frame_changed");
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playback_speed = StaticCString::create("playback/speed");
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playback_active = StaticCString::create("playback/active");
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autoplay = StaticCString::create("autoplay");
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blend_times = StaticCString::create("blend_times");
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speed = StaticCString::create("speed");
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node_configuration_warning_changed = StaticCString::create("node_configuration_warning_changed");
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path_pp = NodePath("..");
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_default = StaticCString::create("default");
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for (int i = 0; i < MAX_MATERIALS; i++) {
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mesh_materials[i] = "material/" + itos(i);
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}
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_mesh_changed = StaticCString::create("_mesh_changed");
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}
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