scene_string_names.h 5.7 KB

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  1. /*************************************************************************/
  2. /* scene_string_names.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef SCENE_STRING_NAMES_H
  31. #define SCENE_STRING_NAMES_H
  32. #include "core/node_path.h"
  33. #include "core/string_name.h"
  34. class SceneStringNames {
  35. friend void register_scene_types();
  36. friend void unregister_scene_types();
  37. static SceneStringNames *singleton;
  38. static void create() { singleton = memnew(SceneStringNames); }
  39. static void free() {
  40. memdelete(singleton);
  41. singleton = nullptr;
  42. }
  43. SceneStringNames();
  44. public:
  45. _FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; }
  46. StringName _estimate_cost;
  47. StringName _compute_cost;
  48. StringName resized;
  49. StringName dot;
  50. StringName doubledot;
  51. StringName draw;
  52. StringName hide;
  53. StringName visibility_changed;
  54. StringName input_event;
  55. StringName _input_event;
  56. StringName gui_input;
  57. StringName _gui_input;
  58. StringName item_rect_changed;
  59. StringName shader;
  60. StringName shader_unshaded;
  61. StringName shading_mode;
  62. StringName tree_entered;
  63. StringName tree_exiting;
  64. StringName tree_exited;
  65. StringName ready;
  66. StringName size_flags_changed;
  67. StringName minimum_size_changed;
  68. StringName sleeping_state_changed;
  69. StringName idle;
  70. StringName iteration;
  71. StringName update;
  72. StringName updated;
  73. StringName line_separation;
  74. StringName mouse_entered;
  75. StringName mouse_exited;
  76. StringName focus_entered;
  77. StringName focus_exited;
  78. StringName sort_children;
  79. StringName finished;
  80. StringName emission_finished;
  81. StringName animation_finished;
  82. StringName animation_changed;
  83. StringName animation_started;
  84. StringName body_shape_entered;
  85. StringName body_entered;
  86. StringName body_shape_exited;
  87. StringName body_exited;
  88. StringName area_shape_entered;
  89. StringName area_shape_exited;
  90. StringName _body_inout;
  91. StringName _area_inout;
  92. StringName _physics_process;
  93. StringName _process;
  94. StringName _enter_world;
  95. StringName _exit_world;
  96. StringName _enter_tree;
  97. StringName _exit_tree;
  98. StringName _draw;
  99. StringName _input;
  100. StringName _ready;
  101. StringName _unhandled_input;
  102. StringName _unhandled_key_input;
  103. StringName _pressed;
  104. StringName _toggled;
  105. StringName _update_scroll;
  106. StringName _update_xform;
  107. StringName _clips_input;
  108. StringName _proxgroup_add;
  109. StringName _proxgroup_remove;
  110. StringName grouped;
  111. StringName ungrouped;
  112. StringName has_point;
  113. StringName get_drag_data;
  114. StringName can_drop_data;
  115. StringName drop_data;
  116. StringName screen_entered;
  117. StringName screen_exited;
  118. StringName viewport_entered;
  119. StringName viewport_exited;
  120. StringName camera_entered;
  121. StringName camera_exited;
  122. StringName _body_enter_tree;
  123. StringName _body_exit_tree;
  124. StringName _area_enter_tree;
  125. StringName _area_exit_tree;
  126. StringName changed;
  127. StringName _shader_changed;
  128. StringName _spatial_editor_group;
  129. StringName _request_gizmo;
  130. StringName offset;
  131. StringName unit_offset;
  132. StringName rotation_mode;
  133. StringName rotate;
  134. StringName v_offset;
  135. StringName h_offset;
  136. StringName transform_pos;
  137. StringName transform_rot;
  138. StringName transform_scale;
  139. StringName _update_remote;
  140. StringName _update_pairs;
  141. StringName area_entered;
  142. StringName area_exited;
  143. StringName _get_minimum_size;
  144. StringName _im_update;
  145. StringName _queue_update;
  146. StringName baked_light_changed;
  147. StringName _baked_light_changed;
  148. StringName _mouse_enter;
  149. StringName _mouse_exit;
  150. StringName frame_changed;
  151. StringName playback_speed;
  152. StringName playback_active;
  153. StringName autoplay;
  154. StringName blend_times;
  155. StringName speed;
  156. NodePath path_pp;
  157. StringName _default;
  158. StringName node_configuration_warning_changed;
  159. StringName output;
  160. StringName parameters_base_path;
  161. StringName tracks_changed;
  162. StringName _mesh_changed;
  163. };
  164. #endif // SCENE_STRING_NAMES_H