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Merge pull request #8408 from Calinou/runtime-file-loading-saving-clarify-classref-links

Add class name in classref links in Run-time file loading and saving
Max Hilbrunner 1 year ago
parent
commit
96c26bfd2f

+ 27 - 24
tutorials/io/runtime_file_loading_and_saving.rst

@@ -7,10 +7,10 @@ Runtime file loading and saving
 
 
     See :ref:`doc_saving_games` for information on saving and loading game progression.
     See :ref:`doc_saving_games` for information on saving and loading game progression.
 
 
-Sometimes, :ref:`doc_exporting_pcks` is not ideal when you want players to be
-able to load user-generated content in your project. It requires users to
-generate a PCK or ZIP file through the Godot editor, which contains resources
-imported by Godot.
+Sometimes, :ref:`exporting packs, patches, and mods <doc_exporting_pcks>` is not
+ideal when you want players to be able to load user-generated content in your
+project. It requires users to generate a PCK or ZIP file through the Godot
+editor, which contains resources imported by Godot.
 
 
 Example use cases for runtime file loading and saving include:
 Example use cases for runtime file loading and saving include:
 
 
@@ -24,6 +24,9 @@ Example use cases for runtime file loading and saving include:
 - Loading files created by another game or program, or even game data files from
 - Loading files created by another game or program, or even game data files from
   another game not made with Godot.
   another game not made with Godot.
 
 
+Runtime file loading can be combined with :ref:`HTTP requests <doc_http_request_class>`
+to load resources from the Internet directly.
+
 .. warning::
 .. warning::
 
 
     Do **not** use this runtime loading approach to load resources that are part
     Do **not** use this runtime loading approach to load resources that are part
@@ -67,32 +70,32 @@ strings and more. These PackedByteArray methods have names that start with
 Images
 Images
 ------
 ------
 
 
-Image's :ref:`load_from_file<class_Image_method_load_from_file>` static method
+Image's :ref:`Image.load_from_file <class_Image_method_load_from_file>` static method
 handles everything, from format detection based on file extension to reading the
 handles everything, from format detection based on file extension to reading the
 file from disk.
 file from disk.
 
 
 If you need error handling or more control (such as changing the scale a SVG is
 If you need error handling or more control (such as changing the scale a SVG is
 loaded at), use one of the following methods depending on the file format:
 loaded at), use one of the following methods depending on the file format:
 
 
-- :ref:`load_jpg_from_buffer<class_Image_method_load_jpg_from_buffer>`
-- :ref:`load_ktx_from_buffer<class_Image_method_load_ktx_from_buffer>`
-- :ref:`load_png_from_buffer<class_Image_method_load_png_from_buffer>`
-- :ref:`load_svg_from_buffer<class_Image_method_load_svg_from_buffer>`
-  or :ref:`load_svg_from_string<class_Image_method_load_svg_from_string>`
-- :ref:`load_tga_from_buffer<class_Image_method_load_tga_from_buffer>`
-- :ref:`load_webp_from_buffer<class_Image_method_load_webp_from_buffer>`
+- :ref:`Image.load_jpg_from_buffer <class_Image_method_load_jpg_from_buffer>`
+- :ref:`Image.load_ktx_from_buffer <class_Image_method_load_ktx_from_buffer>`
+- :ref:`Image.load_png_from_buffer <class_Image_method_load_png_from_buffer>`
+- :ref:`Image.load_svg_from_buffer <class_Image_method_load_svg_from_buffer>`
+  or :ref:`Image.load_svg_from_string <class_Image_method_load_svg_from_string>`
+- :ref:`Image.load_tga_from_buffer <class_Image_method_load_tga_from_buffer>`
+- :ref:`Image.load_webp_from_buffer <class_Image_method_load_webp_from_buffer>`
 
 
 Several image formats can also be saved by Godot at runtime using the following
 Several image formats can also be saved by Godot at runtime using the following
 methods:
 methods:
 
 
-- :ref:`save_png<class_Image_method_save_png>`
-  or :ref:`save_png_to_buffer<class_Image_method_save_png_to_buffer>`
-- :ref:`save_webp<class_Image_method_save_webp>`
-  or :ref:`save_webp_to_buffer<class_Image_method_save_webp_to_buffer>`
-- :ref:`save_jpg<class_Image_method_save_jpg>`
-  or :ref:`save_jpg_to_buffer<class_Image_method_save_jpg_to_buffer>`
-- :ref:`save_exr<class_Image_method_save_exr>`
-  or :ref:`save_exr_to_buffer<class_Image_method_save_exr_to_buffer>`
+- :ref:`Image.save_png <class_Image_method_save_png>`
+  or :ref:`Image.save_png_to_buffer <class_Image_method_save_png_to_buffer>`
+- :ref:`Image.save_webp <class_Image_method_save_webp>`
+  or :ref:`Image.save_webp_to_buffer <class_Image_method_save_webp_to_buffer>`
+- :ref:`Image.save_jpg <class_Image_method_save_jpg>`
+  or :ref:`Image.save_jpg_to_buffer <class_Image_method_save_jpg_to_buffer>`
+- :ref:`Image.save_exr <class_Image_method_save_exr>`
+  or :ref:`Image.save_exr_to_buffer <class_Image_method_save_exr_to_buffer>`
   *(only available in editor builds, cannot be used in exported projects)*
   *(only available in editor builds, cannot be used in exported projects)*
 
 
 The methods with the ``to_buffer`` suffix save the image to a PackedByteArray
 The methods with the ``to_buffer`` suffix save the image to a PackedByteArray
@@ -151,7 +154,7 @@ Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer`
     scripting.
     scripting.
 
 
     It's still possible to *save* WAV files using
     It's still possible to *save* WAV files using
-    :ref:`save_to_wav<class_AudioStreamWAV_method_save_to_wav>`, which is useful
+    :ref:`AudioStreamWAV.save_to_wav <class_AudioStreamWAV_method_save_to_wav>`, which is useful
     for procedurally generated audio or microphone recordings.
     for procedurally generated audio or microphone recordings.
 
 
 3D scenes
 3D scenes
@@ -194,10 +197,10 @@ Example of loading a glTF scene and appending its root node to the scene:
 Fonts
 Fonts
 -----
 -----
 
 
-:ref:`load_dynamic_font<class_FontFile_method_load_bitmap_font>` supports the following
+:ref:`FontFile.load_dynamic_font <class_FontFile_method_load_bitmap_font>` supports the following
 font file formats: TTF, OTF, WOFF, WOFF2, PFB, PFM
 font file formats: TTF, OTF, WOFF, WOFF2, PFB, PFM
 
 
-On the other hand, :ref:`load_bitmap_font<class_FontFile_method_load_bitmap_font>` supports
+On the other hand, :ref:`FontFile.load_bitmap_font <class_FontFile_method_load_bitmap_font>` supports
 the `BMFont <https://www.angelcode.com/products/bmfont/>`__ format (``.fnt`` or ``.font``).
 the `BMFont <https://www.angelcode.com/products/bmfont/>`__ format (``.fnt`` or ``.font``).
 
 
 Additionally, it is possible to load any font that is installed on the system using
 Additionally, it is possible to load any font that is installed on the system using
@@ -239,7 +242,7 @@ imported Godot resources rather than the original project files).
 
 
 .. note::
 .. note::
 
 
-    Use :ref:`load_resource_pack<class_ProjectSettings_method_load_resource_pack>`
+    Use :ref:`ProjectSettings.load_resource_pack <class_ProjectSettings_method_load_resource_pack>`
     to load PCK or ZIP files exported by Godot as
     to load PCK or ZIP files exported by Godot as
     :ref:`additional data packs <doc_exporting_pcks>`. That approach is preferred
     :ref:`additional data packs <doc_exporting_pcks>`. That approach is preferred
     for DLCs, as it makes interacting with additional data packs seamless (virtual filesystem).
     for DLCs, as it makes interacting with additional data packs seamless (virtual filesystem).

+ 3 - 1
tutorials/networking/http_request_class.rst

@@ -17,7 +17,9 @@ lots of small updates as is common for multiplayer gameplay.
 
 
 HTTP, however, offers interoperability with external
 HTTP, however, offers interoperability with external
 web resources and is great at sending and receiving large amounts
 web resources and is great at sending and receiving large amounts
-of data, for example to transfer files like game assets.
+of data, for example to transfer files like game assets. These assets can then
+be loaded using
+:ref:`runtime file loading and saving <doc_runtime_loading_and_saving>`.
 
 
 So HTTP may be useful for your game's login system, lobby browser,
 So HTTP may be useful for your game's login system, lobby browser,
 to retrieve some information from the web or to download game assets.
 to retrieve some information from the web or to download game assets.