visual_shader_nodes.compat.inc 3.4 KB

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  1. /**************************************************************************/
  2. /* visual_shader_nodes.compat.inc */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef DISABLE_DEPRECATED
  31. // VisualShaderNodeCubemap
  32. void VisualShaderNodeCubemap::_set_cube_map_bind_compat_95126(Ref<Cubemap> p_cube_map) {
  33. set_cube_map(p_cube_map);
  34. }
  35. Ref<Cubemap> VisualShaderNodeCubemap::_get_cube_map_bind_compat_95126() const {
  36. return cube_map;
  37. }
  38. void VisualShaderNodeCubemap::_bind_compatibility_methods() {
  39. ClassDB::bind_compatibility_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::_set_cube_map_bind_compat_95126);
  40. ClassDB::bind_compatibility_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::_get_cube_map_bind_compat_95126);
  41. }
  42. // VisualShaderNodeTexture2DArray
  43. void VisualShaderNodeTexture2DArray::_set_texture_array_bind_compat_95126(Ref<Texture2DArray> p_texture_array) {
  44. set_texture_array(p_texture_array);
  45. }
  46. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::_get_texture_array_bind_compat_95126() const {
  47. return texture_array;
  48. }
  49. void VisualShaderNodeTexture2DArray::_bind_compatibility_methods() {
  50. ClassDB::bind_compatibility_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::_set_texture_array_bind_compat_95126);
  51. ClassDB::bind_compatibility_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::_get_texture_array_bind_compat_95126);
  52. }
  53. #endif // DISABLE_DEPRECATED