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60 lines
4.0 KiB
ReStructuredText
60 lines
4.0 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the ResourceFormatSaver.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_ResourceFormatSaver:
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ResourceFormatSaver
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===================
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**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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**Inherited By:** :ref:`GDNativeLibraryResourceSaver<class_GDNativeLibraryResourceSaver>`, :ref:`ResourceFormatSaverBinary<class_ResourceFormatSaverBinary>`, :ref:`ResourceFormatSaverGDScript<class_ResourceFormatSaverGDScript>`, :ref:`ResourceFormatSaverNativeScript<class_ResourceFormatSaverNativeScript>`, :ref:`ResourceFormatSaverShader<class_ResourceFormatSaverShader>`, :ref:`ResourceFormatSaverText<class_ResourceFormatSaverText>`, :ref:`ResourceSaverPNG<class_ResourceSaverPNG>`
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**Category:** Core
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Brief Description
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-----------------
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Saves a specific resource type to a file.
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Methods
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-------
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+------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`PoolStringArray<class_PoolStringArray>` | :ref:`get_recognized_extensions<class_ResourceFormatSaver_get_recognized_extensions>` **(** :ref:`Resource<class_Resource>` resource **)** virtual |
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+------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`recognize<class_ResourceFormatSaver_recognize>` **(** :ref:`Resource<class_Resource>` resource **)** virtual |
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+------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`save<class_ResourceFormatSaver_save>` **(** :ref:`String<class_String>` path, :ref:`Resource<class_Resource>` resource, :ref:`int<class_int>` flags **)** virtual |
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+------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Description
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-----------
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The engine can save resources when you do it from the editor, or when you call :ref:`ResourceSaver.save<class_ResourceSaver_save>`. This is accomplished with multiple ``ResourceFormatSaver``\ s, 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 :ref:`ResourceFormatLoader<class_ResourceFormatLoader>`.
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Method Descriptions
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-------------------
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.. _class_ResourceFormatSaver_get_recognized_extensions:
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- :ref:`PoolStringArray<class_PoolStringArray>` **get_recognized_extensions** **(** :ref:`Resource<class_Resource>` resource **)** virtual
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Gets the list of extensions for files this saver is able to write.
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.. _class_ResourceFormatSaver_recognize:
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- :ref:`bool<class_bool>` **recognize** **(** :ref:`Resource<class_Resource>` resource **)** virtual
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Returns true if the given resource object can be saved by this saver.
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.. _class_ResourceFormatSaver_save:
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- :ref:`int<class_int>` **save** **(** :ref:`String<class_String>` path, :ref:`Resource<class_Resource>` resource, :ref:`int<class_int>` flags **)** virtual
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Saves the given resource object to a file. ``flags`` is a bitmask composed with ``FLAG_*`` constants defined in :ref:`ResourceSaver<class_ResourceSaver>`. Returns ``OK`` on success, or an ``ERR_*`` constant listed in :ref:`@GlobalScope<class_@GlobalScope>` if it failed.
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