pandemonium_engine/scene/scene_string_names.h

224 lines
6.2 KiB
C++

#ifndef SCENE_STRING_NAMES_H
#define SCENE_STRING_NAMES_H
/*************************************************************************/
/* scene_string_names.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "core/string/node_path.h"
#include "core/string/string_name.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 = nullptr;
}
SceneStringNames();
public:
_FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; }
StringName _estimate_cost;
StringName _compute_cost;
StringName resized;
StringName dot;
StringName doubledot;
StringName draw;
StringName hide;
StringName visibility_changed;
StringName input_event;
StringName _input_event;
StringName gui_input;
StringName _gui_input;
StringName item_rect_changed;
StringName shader;
StringName shader_unshaded;
StringName shading_mode;
StringName tree_entered;
StringName tree_exiting;
StringName tree_exited;
StringName ready;
StringName child_entered_tree;
StringName child_exiting_tree;
StringName size_flags_changed;
StringName minimum_size_changed;
StringName sleeping_state_changed;
StringName idle;
StringName iteration;
StringName update;
StringName updated;
StringName child_order_changed;
StringName canvas_parent_mark_dirty;
StringName gui_set_root_order_dirty;
StringName _process_dirty_canvas_parent_orders;
StringName line_separation;
StringName mouse_entered;
StringName mouse_exited;
StringName focus_entered;
StringName focus_exited;
StringName sort_children;
StringName finished;
StringName loop_finished;
StringName step_finished;
StringName emission_finished;
StringName animation_finished;
StringName animation_changed;
StringName animation_started;
StringName pose_updated;
StringName bone_pose_changed;
StringName bone_enabled_changed;
StringName show_rest_only_changed;
StringName body_shape_entered;
StringName body_entered;
StringName body_shape_exited;
StringName body_exited;
StringName area_shape_entered;
StringName area_shape_exited;
StringName _body_inout;
StringName _area_inout;
StringName _physics_process;
StringName _process;
StringName _process_group_process;
StringName _process_group_physics_process;
StringName _enter_world;
StringName _exit_world;
StringName _enter_tree;
StringName _exit_tree;
StringName _draw;
StringName _ready;
StringName _input;
StringName _shortcut_input;
StringName _unhandled_input;
StringName _unhandled_key_input;
StringName _pressed;
StringName _toggled;
StringName _update_scroll;
StringName _update_xform;
StringName _clips_input;
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 screen_entered;
StringName screen_exited;
StringName viewport_entered;
StringName viewport_exited;
StringName camera_entered;
StringName camera_exited;
StringName _body_enter_tree;
StringName _body_exit_tree;
StringName _area_enter_tree;
StringName _area_exit_tree;
StringName changed;
StringName _shader_changed;
StringName _spatial_editor_group;
StringName _request_gizmo;
StringName _set_subgizmo_selection;
StringName _clear_subgizmo_selection;
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_entered;
StringName area_exited;
StringName _get_minimum_size;
StringName _im_update;
StringName _queue_update;
StringName _mouse_enter;
StringName _mouse_exit;
StringName frame_changed;
StringName playback_speed;
StringName playback_active;
StringName autoplay;
StringName blend_times;
StringName speed;
NodePath path_pp;
StringName _default;
StringName node_configuration_warning_changed;
StringName output;
StringName parameters_base_path;
StringName tracks_changed;
StringName _mesh_changed;
};
#endif // SCENE_STRING_NAMES_H