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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ResourceFormatSaver" inherits="Reference" category="Core" version="3.1">
+ <brief_description>
+ Saves a specific resource type to a file.
+ </brief_description>
+ <description>
+ The engine can save resources when you do it from the editor, or when you call [method ResourceSaver.save]. This is accomplished with multiple [code]ResourceFormatSaver[/code]s, each handling its own format.
+ By default, Godot saves resources as [code].tres[/code], [code].res[/code] or another built-in format, but you can choose to create your own format by extending this class. You should give it a global class name with [code]class_name[/code] for it to be registered. You may as well implement a [ResourceFormatLoader].
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <methods>
+ <method name="get_recognized_extensions" qualifiers="virtual">
+ <return type="PoolStringArray">
+ </return>
+ <argument index="0" name="resource" type="Resource">
+ </argument>
+ <description>
+ Gets the list of extensions for files this saver is able to write.
+ </description>
+ </method>
+ <method name="recognize" qualifiers="virtual">
+ <return type="bool">
+ </return>
+ <argument index="0" name="resource" type="Resource">
+ </argument>
+ <description>
+ Returns true if the given resource object can be saved by this saver.
+ </description>
+ </method>
+ <method name="save" qualifiers="virtual">
+ <return type="int">
+ </return>
+ <argument index="0" name="path" type="String">
+ </argument>
+ <argument index="1" name="resource" type="Resource">
+ </argument>
+ <argument index="2" name="flags" type="int">
+ </argument>
+ <description>
+ Saves the given resource object to a file. [code]flags[/code] is a bitmask composed with [code]FLAG_*[/code] constants defined in [ResourceSaver]. Returns [code]OK[/code] on success, or an [code]ERR_*[/code] constant listed in [@GlobalScope] if it failed.
+ </description>
+ </method>
+ </methods>
+ <constants>
+ </constants>
+</class>