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![Juan Linietsky](/assets/img/avatar_default.png)
* Works for text, binary and imported resources * Allows better clean up of duplicate files. TODO (future PRs): * Use this API for assigning new UIDs to copied files. * Use this API for UID conflict on FS scanning (if more than one file has the same UID, the newer one(s) should get assigned a different UID).
56 lines
3.1 KiB
XML
56 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceFormatSaver" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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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 use the [ResourceSaver] singleton. This is accomplished thanks to multiple [ResourceFormatSaver]s, each handling its own format and called automatically by the engine.
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By default, Godot saves resources as [code].tres[/code] (text-based), [code].res[/code] (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 [code]class_name[/code] 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].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_get_recognized_extensions" qualifiers="virtual const">
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<return type="PackedStringArray" />
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<param index="0" name="resource" type="Resource" />
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<description>
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Returns the list of extensions available for saving the resource object, provided it is recognized (see [method _recognize]).
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</description>
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</method>
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<method name="_recognize" qualifiers="virtual const">
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<return type="bool" />
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<param index="0" name="resource" type="Resource" />
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<description>
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Returns whether 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="_recognize_path" qualifiers="virtual const">
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<return type="bool" />
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<param index="0" name="resource" type="Resource" />
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<param index="1" name="path" type="String" />
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<description>
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Returns [code]true[/code] if this saver handles a given save path and [code]false[/code] otherwise.
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If this method is not implemented, the default behavior returns whether the path's extension is within the ones provided by [method _get_recognized_extensions].
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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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<param index="0" name="resource" type="Resource" />
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<param index="1" name="path" type="String" />
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<param index="2" name="flags" type="int" />
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<description>
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Saves the given resource object to a file at the target [param path]. [param flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.
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Returns [constant OK] on success, or an [enum Error] constant in case of failure.
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</description>
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</method>
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<method name="_set_uid" qualifiers="virtual">
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<return type="int" enum="Error" />
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<param index="0" name="path" type="String" />
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<param index="1" name="uid" type="int" />
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<description>
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Sets a new UID for the resource at the given [param path]. Returns [constant OK] on success, or an [enum Error] constant in case of failure.
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</description>
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</method>
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</methods>
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</class>
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