pandemonium_engine/doc/classes/ResourceFormatSaver.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceFormatSaver" inherits="Reference" version="3.10">
<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" />
<argument index="0" name="resource" type="Resource" />
<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" />
<argument index="0" name="resource" type="Resource" />
<description>
Returns whether the given resource object can be saved by this saver.
</description>
</method>
<method name="save" qualifiers="virtual">
<return type="int" />
<argument index="0" name="path" type="String" />
<argument index="1" name="resource" type="Resource" />
<argument index="2" name="flags" type="int" />
<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 OK] on success, or an [enum Error] constant in case of failure.
</description>
</method>
</methods>
<constants>
</constants>
</class>