mirror of
https://github.com/godotengine/godot
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144 lines
6.6 KiB
C++
144 lines
6.6 KiB
C++
/**************************************************************************/
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/* scene_string_names.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#include "scene_string_names.h"
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SceneStringNames *SceneStringNames::singleton = nullptr;
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SceneStringNames::SceneStringNames() {
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resized = StaticCString::create("resized");
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draw = StaticCString::create("draw");
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hidden = StaticCString::create("hidden");
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visibility_changed = StaticCString::create("visibility_changed");
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input_event = StaticCString::create("input_event");
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shader = StaticCString::create("shader");
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tree_entered = StaticCString::create("tree_entered");
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tree_exiting = StaticCString::create("tree_exiting");
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tree_exited = StaticCString::create("tree_exited");
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ready = StaticCString::create("ready");
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item_rect_changed = StaticCString::create("item_rect_changed");
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size_flags_changed = StaticCString::create("size_flags_changed");
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minimum_size_changed = StaticCString::create("minimum_size_changed");
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sleeping_state_changed = StaticCString::create("sleeping_state_changed");
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finished = StaticCString::create("finished");
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animation_finished = StaticCString::create("animation_finished");
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animation_changed = StaticCString::create("animation_changed");
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animation_started = StaticCString::create("animation_started");
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RESET = StaticCString::create("RESET");
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pose_updated = StaticCString::create("pose_updated");
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skeleton_updated = StaticCString::create("skeleton_updated");
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bone_enabled_changed = StaticCString::create("bone_enabled_changed");
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show_rest_only_changed = StaticCString::create("show_rest_only_changed");
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mouse_entered = StaticCString::create("mouse_entered");
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mouse_exited = StaticCString::create("mouse_exited");
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mouse_shape_entered = StaticCString::create("mouse_shape_entered");
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mouse_shape_exited = StaticCString::create("mouse_shape_exited");
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focus_entered = StaticCString::create("focus_entered");
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focus_exited = StaticCString::create("focus_exited");
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pre_sort_children = StaticCString::create("pre_sort_children");
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sort_children = StaticCString::create("sort_children");
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body_shape_entered = StaticCString::create("body_shape_entered");
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body_entered = StaticCString::create("body_entered");
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body_shape_exited = StaticCString::create("body_shape_exited");
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body_exited = StaticCString::create("body_exited");
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area_shape_entered = StaticCString::create("area_shape_entered");
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area_shape_exited = StaticCString::create("area_shape_exited");
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update = StaticCString::create("update");
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updated = StaticCString::create("updated");
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_ready = StaticCString::create("_ready");
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screen_entered = StaticCString::create("screen_entered");
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screen_exited = StaticCString::create("screen_exited");
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gui_input = StaticCString::create("gui_input");
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_spatial_editor_group = StaticCString::create("_spatial_editor_group");
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_request_gizmo = StaticCString::create("_request_gizmo");
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offset = StaticCString::create("offset");
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rotation_mode = StaticCString::create("rotation_mode");
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rotate = StaticCString::create("rotate");
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h_offset = StaticCString::create("h_offset");
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v_offset = StaticCString::create("v_offset");
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area_entered = StaticCString::create("area_entered");
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area_exited = StaticCString::create("area_exited");
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line_separation = StaticCString::create("line_separation");
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font = StaticCString::create("font");
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font_size = StaticCString::create("font_size");
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font_color = StaticCString::create("font_color");
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frame_changed = StaticCString::create("frame_changed");
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texture_changed = StaticCString::create("texture_changed");
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autoplay = StaticCString::create("autoplay");
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blend_times = StaticCString::create("blend_times");
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speed = StaticCString::create("speed");
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node_configuration_warning_changed = StaticCString::create("node_configuration_warning_changed");
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output = StaticCString::create("output");
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path_pp = NodePath("..");
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// Audio bus name.
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Master = StaticCString::create("Master");
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default_ = StaticCString::create("default");
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window_input = StaticCString::create("window_input");
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theme_changed = StaticCString::create("theme_changed");
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shader_overrides_group = StaticCString::create("_shader_overrides_group_");
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shader_overrides_group_active = StaticCString::create("_shader_overrides_group_active_");
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pressed = StaticCString::create("pressed");
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id_pressed = StaticCString::create("id_pressed");
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panel = StaticCString::create("panel");
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item_selected = StaticCString::create("item_selected");
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confirmed = StaticCString::create("confirmed");
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text_changed = StaticCString::create("text_changed");
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value_changed = StaticCString::create("value_changed");
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}
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