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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/scene_string_names.h
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/**************************************************************************/
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/* scene_string_names.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "core/string/node_path.h"
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#include "core/string/string_name.h"
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class SceneStringNames {
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inline static SceneStringNames *singleton = nullptr;
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public:
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static void create() { singleton = memnew(SceneStringNames); }
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static void free() {
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memdelete(singleton);
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singleton = nullptr;
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}
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_FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; }
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const StringName resized = "resized";
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const StringName draw = "draw";
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const StringName hidden = "hidden";
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const StringName visibility_changed = "visibility_changed";
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const StringName input_event = "input_event";
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const StringName gui_input = "gui_input";
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const StringName window_input = "window_input";
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const StringName tree_entered = "tree_entered";
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const StringName tree_exiting = "tree_exiting";
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const StringName tree_exited = "tree_exited";
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const StringName ready = "ready";
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const StringName _ready = "_ready";
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const StringName item_rect_changed = "item_rect_changed";
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const StringName size_flags_changed = "size_flags_changed";
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const StringName minimum_size_changed = "minimum_size_changed";
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const StringName sleeping_state_changed = "sleeping_state_changed";
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const StringName node_configuration_warning_changed = "node_configuration_warning_changed";
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const StringName update = "update";
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const StringName updated = "updated";
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const StringName line_separation = "line_separation";
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const StringName paragraph_separation = "paragraph_separation";
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const StringName font = "font";
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const StringName font_size = "font_size";
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const StringName font_color = "font_color";
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const StringName mouse_entered = "mouse_entered";
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const StringName mouse_exited = "mouse_exited";
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const StringName mouse_shape_entered = "mouse_shape_entered";
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const StringName mouse_shape_exited = "mouse_shape_exited";
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const StringName focus_entered = "focus_entered";
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const StringName focus_exited = "focus_exited";
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const StringName pre_sort_children = "pre_sort_children";
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const StringName sort_children = "sort_children";
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const StringName finished = "finished";
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const StringName animation_finished = "animation_finished";
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const StringName animation_changed = "animation_changed";
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const StringName animation_started = "animation_started";
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const StringName RESET = "RESET";
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const StringName pose_updated = "pose_updated";
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const StringName skeleton_updated = "skeleton_updated";
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const StringName bone_enabled_changed = "bone_enabled_changed";
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const StringName show_rest_only_changed = "show_rest_only_changed";
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const StringName body_shape_entered = "body_shape_entered";
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const StringName body_entered = "body_entered";
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const StringName body_shape_exited = "body_shape_exited";
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const StringName body_exited = "body_exited";
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const StringName area_shape_entered = "area_shape_entered";
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const StringName area_shape_exited = "area_shape_exited";
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const StringName screen_entered = "screen_entered";
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const StringName screen_exited = "screen_exited";
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const StringName _spatial_editor_group = "_spatial_editor_group";
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const StringName _request_gizmo = "_request_gizmo";
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const StringName offset = "offset";
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const StringName rotation_mode = "rotation_mode";
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const StringName rotate = "rotate";
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const StringName h_offset = "h_offset";
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const StringName v_offset = "v_offset";
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const StringName area_entered = "area_entered";
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const StringName area_exited = "area_exited";
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const StringName frame_changed = "frame_changed";
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const StringName texture_changed = "texture_changed";
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const StringName autoplay = "autoplay";
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const StringName blend_times = "blend_times";
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const StringName speed = "speed";
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const NodePath path_pp = NodePath("..");
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const StringName default_ = "default"; // default would conflict with C++ keyword.
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const StringName output = "output";
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const StringName Master = "Master"; // Audio bus name.
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const StringName theme_changed = "theme_changed";
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const StringName shader = "shader";
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const StringName shader_overrides_group = "_shader_overrides_group_";
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const StringName shader_overrides_group_active = "_shader_overrides_group_active_";
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const StringName _custom_type_script = "_custom_type_script";
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const StringName pressed = "pressed";
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const StringName id_pressed = "id_pressed";
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const StringName toggled = "toggled";
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const StringName hover = "hover";
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const StringName panel = "panel";
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const StringName item_selected = "item_selected";
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const StringName confirmed = "confirmed";
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const StringName text_changed = "text_changed";
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const StringName text_submitted = "text_submitted";
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const StringName value_changed = "value_changed";
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const StringName Start = "Start";
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const StringName End = "End";
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const StringName state_started = "state_started";
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const StringName state_finished = "state_finished";
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const StringName FlatButton = "FlatButton";
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};
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#define SceneStringName(m_name) SceneStringNames::get_singleton()->m_name
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