godot/doc/classes/ResourceSaver.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceSaver" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A singleton for saving [Resource]s to the filesystem.
</brief_description>
<description>
A singleton for saving resource types to the filesystem.
It uses the many [ResourceFormatSaver] classes registered in the engine (either built-in or from a plugin) to save resource data to text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/code] or [code].scn[/code]).
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_resource_format_saver">
<return type="void" />
<param index="0" name="format_saver" type="ResourceFormatSaver" />
<param index="1" name="at_front" type="bool" default="false" />
<description>
Registers a new [ResourceFormatSaver]. The ResourceSaver will use the ResourceFormatSaver as described in [method save].
This method is performed implicitly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
</description>
</method>
<method name="get_recognized_extensions">
<return type="PackedStringArray" />
<param index="0" name="type" type="Resource" />
<description>
Returns the list of extensions available for saving a resource of a given type.
</description>
</method>
<method name="remove_resource_format_saver">
<return type="void" />
<param index="0" name="format_saver" type="ResourceFormatSaver" />
<description>
Unregisters the given [ResourceFormatSaver].
</description>
</method>
<method name="save">
<return type="int" enum="Error" />
<param index="0" name="resource" type="Resource" />
<param index="1" name="path" type="String" default="&quot;&quot;" />
<param index="2" name="flags" type="int" enum="ResourceSaver.SaverFlags" is_bitfield="true" default="0" />
<description>
Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. If [param path] is empty, [ResourceSaver] will try to use [member Resource.resource_path].
The [param flags] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags.
Returns [constant OK] on success.
[b]Note:[/b] When the project is running, any generated UID associated with the resource will not be saved as the required code is only executed in editor mode.
</description>
</method>
</methods>
<constants>
<constant name="FLAG_NONE" value="0" enum="SaverFlags" is_bitfield="true">
No resource saving option.
</constant>
<constant name="FLAG_RELATIVE_PATHS" value="1" enum="SaverFlags" is_bitfield="true">
Save the resource with a path relative to the scene which uses it.
</constant>
<constant name="FLAG_BUNDLE_RESOURCES" value="2" enum="SaverFlags" is_bitfield="true">
Bundles external resources.
</constant>
<constant name="FLAG_CHANGE_PATH" value="4" enum="SaverFlags" is_bitfield="true">
Changes the [member Resource.resource_path] of the saved resource to match its new location.
</constant>
<constant name="FLAG_OMIT_EDITOR_PROPERTIES" value="8" enum="SaverFlags" is_bitfield="true">
Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix).
</constant>
<constant name="FLAG_SAVE_BIG_ENDIAN" value="16" enum="SaverFlags" is_bitfield="true">
Save as big endian (see [member FileAccess.big_endian]).
</constant>
<constant name="FLAG_COMPRESS" value="32" enum="SaverFlags" is_bitfield="true">
Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. Only available for binary resource types.
</constant>
<constant name="FLAG_REPLACE_SUBRESOURCE_PATHS" value="64" enum="SaverFlags" is_bitfield="true">
Take over the paths of the saved subresources (see [method Resource.take_over_path]).
</constant>
</constants>
</class>