b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
85 lines
4.7 KiB
XML
85 lines
4.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceLoader" inherits="Object" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Singleton used to load resource files.
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</brief_description>
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<description>
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Singleton used to load resource files from the filesystem.
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It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
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</description>
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<tutorials>
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<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
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</tutorials>
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<methods>
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<method name="exists">
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<return type="bool" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="type_hint" type="String" default="""" />
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<description>
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Returns whether a recognized resource exists for the given [code]path[/code].
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An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
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</description>
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</method>
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<method name="get_dependencies">
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<return type="PoolStringArray" />
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<argument index="0" name="path" type="String" />
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<description>
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Returns the dependencies for the resource at the given [code]path[/code].
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</description>
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</method>
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<method name="get_recognized_extensions_for_type">
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<return type="PoolStringArray" />
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<argument index="0" name="type" type="String" />
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<description>
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Returns the list of recognized extensions for a resource type.
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</description>
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</method>
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<method name="has">
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<return type="bool" />
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<argument index="0" name="path" type="String" />
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<description>
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[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead.
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</description>
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</method>
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<method name="has_cached">
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<return type="bool" />
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<argument index="0" name="path" type="String" />
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<description>
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Returns whether a cached resource is available for the given [code]path[/code].
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Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the [method load] or [method load_interactive] methods will use the cached version. The cached resource can be overridden by using [method Resource.take_over_path] on a new resource for that same path.
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</description>
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</method>
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<method name="load">
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<return type="Resource" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="type_hint" type="String" default="""" />
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<argument index="2" name="no_cache" type="bool" default="false" />
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<description>
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Loads a resource at the given [code]path[/code], caching the result for further access.
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The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
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An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
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If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
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Returns an empty resource if no [ResourceFormatLoader] could handle the file.
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GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
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</description>
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</method>
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<method name="load_interactive">
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<return type="ResourceInteractiveLoader" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="type_hint" type="String" default="""" />
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<description>
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Starts loading a resource interactively. The returned [ResourceInteractiveLoader] object allows to load with high granularity, calling its [method ResourceInteractiveLoader.poll] method successively to load chunks.
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An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
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</description>
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</method>
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<method name="set_abort_on_missing_resources">
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<return type="void" />
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<argument index="0" name="abort" type="bool" />
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<description>
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Changes the behavior on missing sub-resources. The default behavior is to abort loading.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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