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I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
204 lines
5.6 KiB
C++
204 lines
5.6 KiB
C++
/*************************************************************************/
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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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef SCENE_STRING_NAMES_H
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#define SCENE_STRING_NAMES_H
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#include "path_db.h"
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#include "string_db.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 = NULL;
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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 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_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_exited;
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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 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 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 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 _get_gizmo_geometry;
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StringName _can_gizmo_scale;
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StringName _fixed_process;
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StringName _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 _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 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 play_play;
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StringName _im_update;
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StringName _queue_update;
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StringName baked_light_changed;
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StringName _baked_light_changed;
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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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enum {
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MAX_MATERIALS = 32
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};
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StringName mesh_materials[MAX_MATERIALS];
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StringName _mesh_changed;
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};
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#endif // SCENE_STRING_NAMES_H
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