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Relintai
decade59c8
It was insipred by godot 4's ProcessGroup system, however while Godot 4's implementation tries to hide threaded processing as much as possible, this implementation focuses on making it explicitly known and obvious to the user, in a (hopefully) almost bolierplate free way. Also with the available options this node can be used for other purposes, like multi threaded cron job like method calls when paired with a Timer in manual mode.
223 lines
6.2 KiB
C++
223 lines
6.2 KiB
C++
#ifndef SCENE_STRING_NAMES_H
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#define 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "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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friend void register_scene_types();
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friend void unregister_scene_types();
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static SceneStringNames *singleton;
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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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SceneStringNames();
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public:
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_FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; }
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StringName _estimate_cost;
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StringName _compute_cost;
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StringName resized;
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StringName dot;
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StringName doubledot;
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StringName draw;
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StringName hide;
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StringName visibility_changed;
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StringName input_event;
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StringName _input_event;
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StringName gui_input;
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StringName _gui_input;
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StringName item_rect_changed;
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StringName shader;
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StringName shader_unshaded;
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StringName shading_mode;
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StringName tree_entered;
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StringName tree_exiting;
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StringName tree_exited;
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StringName ready;
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StringName child_entered_tree;
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StringName child_exiting_tree;
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StringName size_flags_changed;
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StringName minimum_size_changed;
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StringName sleeping_state_changed;
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StringName idle;
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StringName iteration;
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StringName update;
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StringName updated;
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StringName child_order_changed;
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StringName canvas_parent_mark_dirty;
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StringName gui_set_root_order_dirty;
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StringName _process_dirty_canvas_parent_orders;
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StringName line_separation;
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StringName mouse_entered;
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StringName mouse_exited;
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StringName focus_entered;
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StringName focus_exited;
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StringName sort_children;
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StringName finished;
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StringName loop_finished;
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StringName step_finished;
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StringName emission_finished;
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StringName animation_finished;
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StringName animation_changed;
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StringName animation_started;
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StringName pose_updated;
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StringName bone_pose_changed;
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StringName bone_enabled_changed;
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StringName show_rest_only_changed;
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StringName body_shape_entered;
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StringName body_entered;
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StringName body_shape_exited;
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StringName body_exited;
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StringName area_shape_entered;
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StringName area_shape_exited;
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StringName _body_inout;
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StringName _area_inout;
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StringName _physics_process;
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StringName _process;
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StringName _process_group_process;
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StringName _process_group_physics_process;
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StringName _enter_world;
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StringName _exit_world;
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StringName _enter_tree;
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StringName _exit_tree;
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StringName _draw;
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StringName _input;
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StringName _ready;
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StringName _unhandled_input;
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StringName _unhandled_key_input;
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StringName _pressed;
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StringName _toggled;
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StringName _update_scroll;
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StringName _update_xform;
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StringName _clips_input;
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StringName _proxgroup_add;
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StringName _proxgroup_remove;
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StringName grouped;
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StringName ungrouped;
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StringName has_point;
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StringName get_drag_data;
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StringName can_drop_data;
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StringName drop_data;
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StringName screen_entered;
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StringName screen_exited;
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StringName viewport_entered;
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StringName viewport_exited;
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StringName camera_entered;
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StringName camera_exited;
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StringName _body_enter_tree;
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StringName _body_exit_tree;
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StringName _area_enter_tree;
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StringName _area_exit_tree;
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StringName changed;
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StringName _shader_changed;
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StringName _spatial_editor_group;
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StringName _request_gizmo;
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StringName _set_subgizmo_selection;
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StringName _clear_subgizmo_selection;
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StringName offset;
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StringName unit_offset;
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StringName rotation_mode;
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StringName rotate;
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StringName v_offset;
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StringName h_offset;
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StringName transform_pos;
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StringName transform_rot;
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StringName transform_scale;
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StringName _update_remote;
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StringName _update_pairs;
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StringName area_entered;
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StringName area_exited;
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StringName _get_minimum_size;
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StringName _im_update;
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StringName _queue_update;
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StringName _mouse_enter;
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StringName _mouse_exit;
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StringName frame_changed;
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StringName playback_speed;
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StringName playback_active;
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StringName autoplay;
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StringName blend_times;
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StringName speed;
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NodePath path_pp;
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StringName _default;
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StringName node_configuration_warning_changed;
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StringName output;
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StringName parameters_base_path;
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StringName tracks_changed;
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StringName _mesh_changed;
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};
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#endif // SCENE_STRING_NAMES_H
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