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