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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceFormatSaver" inherits="Reference" category="Core" version="3.2">
<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 use the [ResourceSaver] singleton. This is accomplished thanks to multiple [ResourceFormatSaver]s, each handling its own format and called automatically by the engine.
By default, Godot saves resources as [code].tres[/code] (text-based), [code].res[/code] (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a [ResourceFormatLoader].
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_recognized_extensions" qualifiers="virtual">
<return type="PoolStringArray">
</return>
<argument index="0" name="resource" type="Resource">
</argument>
<description>
Returns the list of extensions available for saving the resource object, provided it is recognized (see [method recognize]).
</description>
</method>
<method name="recognize" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="resource" type="Resource">
</argument>
<description>
Returns whether 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 at the target [code]path[/code]. [code]flags[/code] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.
Returns [constant @GlobalScope.OK] on success, or an [enum @GlobalScope.Error] constant in case of failure.
</description>
</method>
</methods>
<constants>
</constants>
</class>
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