/*************************************************************************/ /* 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())); 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 &p_optimizer) { return SceneSaver::save(p_path,p_scene,p_flags,p_optimizer); } Ref SceneIO::load_interactive(const String& p_scene) { return SceneLoader::load_interactive(p_scene); } #endif