49 lines
1.9 KiB
XML
49 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceFormatSaver" inherits="Reference" category="Core" version="3.1">
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<brief_description>
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Saves a specific resource type to a file.
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</brief_description>
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<description>
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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.
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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].
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_recognized_extensions" qualifiers="virtual">
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<return type="PoolStringArray">
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</return>
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<argument index="0" name="resource" type="Resource">
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</argument>
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<description>
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Gets the list of extensions for files this saver is able to write.
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</description>
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</method>
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<method name="recognize" qualifiers="virtual">
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<return type="bool">
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</return>
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<argument index="0" name="resource" type="Resource">
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</argument>
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<description>
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Returns true if the given resource object can be saved by this saver.
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</description>
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</method>
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<method name="save" qualifiers="virtual">
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<return type="int">
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</return>
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<argument index="0" name="path" type="String">
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</argument>
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<argument index="1" name="resource" type="Resource">
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</argument>
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<argument index="2" name="flags" type="int">
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</argument>
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<description>
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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.
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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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