godot/scene/scene_binds.h
2014-02-09 22:10:30 -03:00

63 lines
3 KiB
C++

/*************************************************************************/
/* scene_binds.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SCENE_BINDS_H
#define SCENE_BINDS_H
#include "scene/io/scene_loader.h"
#include "scene/io/scene_saver.h"
#ifdef OLD_SCENE_FORMAT_ENABLED
class SceneIO : public Object {
OBJ_TYPE( SceneIO, Object );
protected:
static void _bind_methods();
public:
enum SaveFlags {
SAVE_FLAG_RELATIVE_PATHS=SceneSaver::FLAG_RELATIVE_PATHS,
SAVE_FLAG_BUNDLE_RESOURCES=SceneSaver::FLAG_BUNDLE_RESOURCES,
SAVE_FLAG_BUNDLE_INSTANCED_SCENES=SceneSaver::FLAG_BUNDLE_INSTANCED_SCENES,
SAVE_FLAG_OMIT_EDITOR_PROPERTIES=SceneSaver::FLAG_OMIT_EDITOR_PROPERTIES,
SAVE_FLAG_SAVE_BIG_ENDIAN=SceneSaver::FLAG_SAVE_BIG_ENDIAN
};
Node* load(const String& p_scene);
Error save(const String& p_path, Node *p_scene,int p_flags=0,const Ref<OptimizedSaver> &p_optimizer=Ref<OptimizedSaver>());
Ref<SceneInteractiveLoader> load_interactive(const String& p_scene);
SceneIO() {}
};
#endif
#endif // SCENE_BINDS_H