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_sources/development/cpp/custom_resource_format_loaders.rst.txt
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_sources/development/cpp/custom_resource_format_loaders.rst.txt
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.. _doc_custom_resource_format_loaders:
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Custom resource format loaders
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==============================
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Introduction
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------------
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ResourceFormatLoader is a factory interface for loading file assets.
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Resources are primary containers. When load is called on the same file
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path again, the previous loaded Resource will be referenced. Naturally,
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loaded resources must be stateless.
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This guide assumes the reader knows how to create C++ modules and Godot
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data types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`.
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References
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~~~~~~~~~~
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- :ref:`ResourceLoader<class_resourceloader>`
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- `core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/master/core/io/resource_loader.cpp>`_
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What for?
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---------
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- Adding new support for many file formats
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- Audio formats
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- Video formats
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- Machine learning models
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What not?
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---------
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- Raster images
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ImageFormatLoader should be used to load images.
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References
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~~~~~~~~~~
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- `core/io/image_loader.h <https://github.com/godotengine/godot/blob/master/core/io/image_loader.h>`_
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Creating a ResourceFormatLoader
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-------------------------------
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Each file format consist of a data container and a ``ResourceFormatLoader``.
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ResourceFormatLoaders are usually simple classes which return all the
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necessary metadata for supporting new extensions in Godot. The
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class must return the format name and the extension string.
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In addition, ResourceFormatLoaders must convert file paths into
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resources with the ``load`` function. To load a resource, ``load`` must
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read and handle data serialization.
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.. code-block:: cpp
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/* resource_loader_json.h */
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#ifndef RESOURCE_LOADER_JSON_H
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#define RESOURCE_LOADER_JSON_H
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#include "core/io/resource_loader.h"
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class ResourceFormatLoaderJson : public ResourceFormatLoader {
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GDCLASS(ResourceFormatLoaderJson, ResourceFormatLoader);
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public:
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virtual RES load(const String &p_path, const String &p_original_path, Error *r_error = NULL);
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virtual void get_recognized_extensions(List<String> *r_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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#endif // RESOURCE_LOADER_JSON_H
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.. code-block:: cpp
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/* resource_loader_json.cpp */
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#include "resource_loader_json.h"
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#include "resource_json.h"
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RES ResourceFormatLoaderJson::load(const String &p_path, const String &p_original_path, Error *r_error) {
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Ref<JsonResource> json = memnew(JsonResource);
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if (r_error) {
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*r_error = OK;
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}
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Error err = json->load_file(p_path);
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return json;
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}
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void ResourceFormatLoaderJson::get_recognized_extensions(List<String> *r_extensions) const {
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if (!r_extensions->find("json")) {
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r_extensions->push_back("json");
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}
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}
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String ResourceFormatLoaderJson::get_resource_type(const String &p_path) const {
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return "Resource";
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}
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bool ResourceFormatLoaderJson::handles_type(const String &p_type) const {
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return ClassDB::is_parent_class(p_type, "Resource");
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}
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Creating a ResourceFormatSaver
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------------------------------
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If you'd like to be able to edit and save a resource, you can implement a
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``ResourceFormatSaver``:
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.. code-block:: cpp
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/* resource_saver_json.h */
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#ifndef RESOURCE_SAVER_JSON_H
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#define RESOURCE_SAVER_JSON_H
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#include "core/io/resource_saver.h"
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class ResourceFormatSaverJson : public ResourceFormatSaver {
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GDCLASS(ResourceFormatSaverJson, ResourceFormatSaver);
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public:
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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virtual bool recognize(const RES &p_resource) const;
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *r_extensions) const;
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};
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#endif // RESOURCE_SAVER_JSON_H
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.. code-block:: cpp
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/* resource_saver_json.cpp */
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#include "resource_saver_json.h"
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#include "resource_json.h"
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#include "scene/resources/resource_format_text.h"
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Error ResourceFormatSaverJson::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
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Ref<JsonResource> json = memnew(JsonResource);
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Error error = json->save_file(p_path, p_resource);
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return error;
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}
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bool ResourceFormatSaverJson::recognize(const RES &p_resource) const {
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return Object::cast_to<JsonResource>(*p_resource) != NULL;
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}
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void ResourceFormatSaverJson::get_recognized_extensions(const RES &p_resource, List<String> *r_extensions) const {
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if (Object::cast_to<JsonResource>(*p_resource)) {
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r_extensions->push_back("json");
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}
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}
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Creating custom data types
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--------------------------
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Godot may not have a proper substitute within its :ref:`doc_core_types`
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or managed resources. Godot needs a new registered data type to
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understand additional binary formats such as machine learning models.
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Here is an example of creating a custom datatype:
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.. code-block:: cpp
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/* resource_json.h */
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#ifndef RESOURCE_JSON_H
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#define RESOURCE_JSON_H
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#include "core/io/json.h"
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#include "core/variant_parser.h"
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class JsonResource : public Resource {
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GDCLASS(JsonResource, Resource);
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protected:
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static void _bind_methods() {
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ClassDB::bind_method(D_METHOD("set_dict", "dict"), &JsonResource::set_dict);
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ClassDB::bind_method(D_METHOD("get_dict"), &JsonResource::get_dict);
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "content"), "set_dict", "get_dict");
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}
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private:
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Dictionary content;
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public:
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Error load_file(const String &p_path);
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Error save_file(const String &p_path, const RES &p_resource);
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void set_dict(const Dictionary &p_dict);
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Dictionary get_dict();
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};
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#endif // RESOURCE_JSON_H
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.. code-block:: cpp
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/* resource_json.cpp */
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#include "resource_json.h"
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Error JsonResource::load_file(const String &p_path) {
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Error error;
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FileAccess *file = FileAccess::open(p_path, FileAccess::READ, &error);
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if (error != OK) {
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if (file) {
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file->close();
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}
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return error;
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}
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String json_string = String("");
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while (!file->eof_reached()) {
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json_string += file->get_line();
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}
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file->close();
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String error_string;
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int error_line;
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JSON json;
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Variant result;
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error = json.parse(json_string, result, error_string, error_line);
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if (error != OK) {
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file->close();
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return error;
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}
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content = Dictionary(result);
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return OK;
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}
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Error JsonResource::save_file(const String &p_path, const RES &p_resource) {
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Error error;
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FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &error);
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if (error != OK) {
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if (file) {
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file->close();
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}
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return error;
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}
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Ref<JsonResource> json_ref = p_resource.get_ref_ptr();
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JSON json;
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file->store_string(json.print(json_ref->get_dict(), " "));
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file->close();
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return OK;
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}
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void JsonResource::set_dict(const Dictionary &p_dict) {
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content = p_dict;
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}
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Dictionary JsonResource::get_dict() {
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return content;
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}
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Considerations
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~~~~~~~~~~~~~~
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Some libraries may not define certain common routines such as IO handling.
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Therefore, Godot call translations are required.
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For example, here is the code for translating ``FileAccess``
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calls into ``std::istream``.
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.. code-block:: cpp
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#include "core/os/file_access.h"
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#include <istream>
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#include <streambuf>
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class GodotFileInStreamBuf : public std::streambuf {
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public:
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GodotFileInStreamBuf(FileAccess *fa) {
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_file = fa;
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}
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int underflow() {
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if (_file->eof_reached()) {
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return EOF;
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} else {
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size_t pos = _file->get_position();
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uint8_t ret = _file->get_8();
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_file->seek(pos); // Required since get_8() advances the read head.
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return ret;
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}
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}
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int uflow() {
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return _file->eof_reached() ? EOF : _file->get_8();
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}
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private:
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FileAccess *_file;
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};
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References
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~~~~~~~~~~
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- `istream <http://www.cplusplus.com/reference/istream/istream/>`_
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- `streambuf <http://www.cplusplus.com/reference/streambuf/streambuf/?kw=streambuf>`_
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- `core/io/fileaccess.h <https://github.com/godotengine/godot/blob/master/core/os/file_access.h>`_
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Registering the new file format
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-------------------------------
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Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader``
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handler. The handler selects the proper loader automatically
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when ``load`` is called.
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.. code-block:: cpp
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/* register_types.h */
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void register_json_types();
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void unregister_json_types();
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.. code-block:: cpp
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/* register_types.cpp */
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#include "register_types.h"
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#include "core/class_db.h"
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#include "resource_loader_json.h"
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#include "resource_saver_json.h"
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#include "resource_json.h"
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static Ref<ResourceFormatLoaderJson> json_loader;
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static Ref<ResourceFormatSaverJson> json_saver;
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void register_json_types() {
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ClassDB::register_class<JsonResource>();
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json_loader.instance();
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ResourceLoader::add_resource_format_loader(json_loader);
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json_saver.instance();
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ResourceSaver::add_resource_format_saver(json_saver);
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}
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void unregister_json_types() {
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ResourceLoader::remove_resource_format_loader(json_loader);
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json_loader.unref();
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ResourceSaver::remove_resource_format_saver(json_saver);
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json_saver.unref();
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}
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References
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~~~~~~~~~~
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- `core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/master/core/io/resource_loader.cpp>`_
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Loading it on GDScript
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----------------------
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Save a file called ``demo.json`` with the following contents and place it in the
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project's root folder:
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.. code-block:: json
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{
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"savefilename": "demo.json",
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"demo": [
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"welcome",
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"to",
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"godot",
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"resource",
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"loaders"
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]
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}
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Then attach the following script to any node::
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extends Node
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onready var json_resource = load("res://demo.json")
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func _ready():
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print(json_resource.get_dict())
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