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godot/scene/scene_string_names.h
2025-06-10 12:13:48 +03:00

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7.0 KiB
C++

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