godot/scene/scene_string_names.cpp
Juan Linietsky 95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00

174 lines
7.4 KiB
C++

/*************************************************************************/
/* scene_string_names.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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. */
/*************************************************************************/
#include "scene_string_names.h"
SceneStringNames* SceneStringNames::singleton=NULL;
SceneStringNames::SceneStringNames() {
resized=StaticCString::create("resized");
dot=StaticCString::create(".");
doubledot=StaticCString::create("..");
draw=StaticCString::create("draw");
_draw=StaticCString::create("_draw");
hide=StaticCString::create("hide");
visibility_changed=StaticCString::create("visibility_changed");
input_event=StaticCString::create("input_event");
shader_shader=StaticCString::create("shader/shader");
shader_unshaded=StaticCString::create("shader/unshaded");
shading_mode=StaticCString::create("shader/shading_mode");
enter_tree=StaticCString::create("enter_tree");
exit_tree=StaticCString::create("exit_tree");
item_rect_changed=StaticCString::create("item_rect_changed");
size_flags_changed=StaticCString::create("size_flags_changed");
minimum_size_changed=StaticCString::create("minimum_size_changed");
finished=StaticCString::create("finished");
animation_changed=StaticCString::create("animation_changed");
mouse_enter=StaticCString::create("mouse_enter");
mouse_exit=StaticCString::create("mouse_exit");
focus_enter=StaticCString::create("focus_enter");
focus_exit=StaticCString::create("focus_exit");
sort_children = StaticCString::create("sort_children");
body_enter_shape = StaticCString::create("body_enter_shape");
body_enter = StaticCString::create("body_enter");
body_exit_shape = StaticCString::create("body_exit_shape");
body_exit = StaticCString::create("body_exit");
area_enter_shape = StaticCString::create("area_enter_shape");
area_exit_shape = StaticCString::create("area_exit_shape");
_body_inout = StaticCString::create("_body_inout");
_area_inout = StaticCString::create("_area_inout");
idle=StaticCString::create("idle");
iteration=StaticCString::create("iteration");
update=StaticCString::create("update");
updated=StaticCString::create("updated");
_get_gizmo_geometry=StaticCString::create("_get_gizmo_geometry");
_can_gizmo_scale=StaticCString::create("_can_gizmo_scale");
_fixed_process=StaticCString::create("_fixed_process");
_process=StaticCString::create("_process");
_enter_tree=StaticCString::create("_enter_tree");
_exit_tree=StaticCString::create("_exit_tree");
_enter_world=StaticCString::create("_enter_world");
_exit_world=StaticCString::create("_exit_world");
_ready=StaticCString::create("_ready");
_update_scroll=StaticCString::create("_update_scroll");
_update_xform=StaticCString::create("_update_xform");
_proxgroup_add=StaticCString::create("_proxgroup_add");
_proxgroup_remove=StaticCString::create("_proxgroup_remove");
grouped=StaticCString::create("grouped");
ungrouped=StaticCString::create("ungrouped");
enter_screen=StaticCString::create("enter_screen");
exit_screen=StaticCString::create("exit_screen");
enter_viewport=StaticCString::create("enter_viewport");
exit_viewport=StaticCString::create("exit_viewport");
enter_camera=StaticCString::create("enter_camera");
exit_camera=StaticCString::create("exit_camera");
_body_enter_tree = StaticCString::create("_body_enter_tree");
_body_exit_tree = StaticCString::create("_body_exit_tree");
_area_enter_tree = StaticCString::create("_area_enter_tree");
_area_exit_tree = StaticCString::create("_area_exit_tree");
_input_event=StaticCString::create("_input_event");
changed=StaticCString::create("changed");
_shader_changed=StaticCString::create("_shader_changed");
_spatial_editor_group=StaticCString::create("_spatial_editor_group");
_request_gizmo=StaticCString::create("_request_gizmo");
offset=StaticCString::create("offset");
unit_offset=StaticCString::create("unit_offset");
rotation_mode=StaticCString::create("rotation_mode");
rotate=StaticCString::create("rotate");
h_offset=StaticCString::create("h_offset");
v_offset=StaticCString::create("v_offset");
transform_pos=StaticCString::create("transform/pos");
transform_rot=StaticCString::create("transform/rot");
transform_scale=StaticCString::create("transform/scale");
_update_remote=StaticCString::create("_update_remote");
_update_pairs=StaticCString::create("_update_pairs");
get_minimum_size=StaticCString::create("get_minimum_size");
area_enter=StaticCString::create("area_enter");
area_exit=StaticCString::create("area_exit");
has_point = StaticCString::create("has_point");
line_separation = StaticCString::create("line_separation");
play_play = StaticCString::create("play/play");
get_drag_data = StaticCString::create("get_drag_data");
drop_data = StaticCString::create("drop_data");
can_drop_data = StaticCString::create("can_drop_data");
_im_update = StaticCString::create("_im_update");
_queue_update = StaticCString::create("_queue_update");
baked_light_changed = StaticCString::create("baked_light_changed");
_baked_light_changed = StaticCString::create("_baked_light_changed");
_mouse_enter=StaticCString::create("_mouse_enter");
_mouse_exit=StaticCString::create("_mouse_exit");
_pressed=StaticCString::create("_pressed");
_toggled=StaticCString::create("_toggled");
frame_changed=StaticCString::create("frame_changed");
playback_speed=StaticCString::create("playback/speed");
playback_active=StaticCString::create("playback/active");
autoplay=StaticCString::create("autoplay");
blend_times=StaticCString::create("blend_times");
speed=StaticCString::create("speed");
path_pp=NodePath("..");
}