<?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 `ResourceSaver.save(resource)`. This is accomplished with multiple `ResourceFormatSavers`, each handling its own format. By default, Godot saves resources as `.tres`, `.res` 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 `class_name` 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. flags is a bitmask composed with FLAG_* constants defined in [ResourceSaver]. Returns OK on success, or an ERR_* constant listed in [@GlobalScope] if it failed. </description> </method> </methods> <constants> </constants> </class>