godot/scene/scene_binds.cpp

56 lines
2.9 KiB
C++

/*************************************************************************/
/* scene_binds.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "scene_binds.h"
#ifdef OLD_SCENE_FORMAT_ENABLED
void SceneIO::_bind_methods() {
ObjectTypeDB::bind_method(_MD("load:Node","path"),&SceneIO::load);
ObjectTypeDB::bind_method(_MD("save","path","scene:Node","flags","optimizer:OptimizedSaver","scene"),&SceneIO::save,DEFVAL(0),DEFVAL(Ref<OptimizedSaver>()));
ObjectTypeDB::bind_method(_MD("load_interactive:SceneInteractiveLoader","path"),&SceneIO::load_interactive);
}
Node* SceneIO::load(const String& p_scene) {
return SceneLoader::load(p_scene);
}
Error SceneIO::save(const String& p_path, Node *p_scene,int p_flags,const Ref<OptimizedSaver> &p_optimizer) {
return SceneSaver::save(p_path,p_scene,p_flags,p_optimizer);
}
Ref<SceneInteractiveLoader> SceneIO::load_interactive(const String& p_scene) {
return SceneLoader::load_interactive(p_scene);
}
#endif