virtualx-engine/scene/scene_string_names.h
2014-12-02 17:26:56 -03:00

166 lines
4.7 KiB
C++

/*************************************************************************/
/* 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_tree;
StringName exit_tree;
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_tree;
StringName _exit_tree;
StringName _draw;
StringName _input;
StringName _ready;
StringName _pressed;
StringName _toggled;
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_tree;
StringName _body_exit_tree;
StringName changed;
StringName _shader_changed;
StringName _spatial_editor_group;
StringName _request_gizmo;
StringName offset;
StringName unit_offset;
StringName rotation_mode;
StringName rotate;
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;
StringName _mouse_enter;
StringName _mouse_exit;
};
#endif // SCENE_STRING_NAMES_H