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