limboai/util/limbo_string_names.cpp

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/**
* limbo_string_names.cpp
* =============================================================================
* Copyright 2021-2023 Serhii Snitsaruk
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
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#include "limbo_string_names.h"
#include "godot_cpp/variant/string_name.hpp"
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#ifdef LIMBOAI_MODULE
#define SN(m_arg) (StaticCString::create(m_arg))
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#define SN(m_arg) (StringName(m_arg))
#endif // LIMBOAI_GDEXTENSION
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LimboStringNames *LimboStringNames::singleton = nullptr;
LimboStringNames::LimboStringNames() {
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_generate_name = SN("_generate_name");
_setup = SN("_setup");
_enter = SN("_enter");
_exit = SN("_exit");
_tick = SN("_tick");
behavior_tree_finished = SN("behavior_tree_finished");
setup = SN("setup");
entered = SN("entered");
exited = SN("exited");
updated = SN("updated");
_update = SN("_update");
state_changed = SN("state_changed");
_get_configuration_warning = SN("_get_configuration_warning");
changed = SN("changed");
changed = SN("emit_changed");
_weight_ = SN("_weight_");
error_value = SN("error_value");
behavior_tree = SN("behavior_tree");
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EVENT_FINISHED = "finished";
repeat_forever.parse_utf8("Repeat ∞");
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}