ResourceFormatSaver
Saves a specific resource type to a file.
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 .tres
(text-based), .res
(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 class_name
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.
Methods
PoolStringArray | get_recognized_extensions ( Resource resource ) virtual |
bool | recognize ( Resource resource ) virtual |
int | save ( String path, Resource resource, int flags ) virtual |
Method Descriptions
PoolStringArray get_recognized_extensions ( Resource resource ) virtual
Returns the list of extensions available for saving the resource object, provided it is recognized (see recognize).
bool recognize ( Resource resource ) virtual
Returns whether the given resource object can be saved by this saver.
int save ( String path, Resource resource, int flags ) virtual
Saves the given resource object to a file at the target path
. flags
is a bitmask composed with SaverFlags constants.
Returns @GlobalScope.OK on success, or an Error constant in case of failure.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_resourceformatsaver.html