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+.. _doc_runtime_loading_and_saving:
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+
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+Runtime file loading and saving
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+===============================
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+
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+.. seealso::
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+
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+ See :ref:`doc_saving_games` for information on saving and loading game progression.
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+
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+Sometimes, :ref:`doc_exporting_pcks` is not ideal when you want players to be
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+able to load user-generated content in your project. It requires users to
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+generate a PCK or ZIP file through the Godot editor, which contains resources
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+imported by Godot.
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+
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+Example use cases for runtime file loading and saving include:
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+
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+- Loading texture packs designed for the game.
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+- Loading user-provided audio tracks and playing them back in an in-game radio station.
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+- Loading custom levels or 3D models that can be designed with any 3D DCC that
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+ can export to glTF (including glTF scenes saved by Godot at runtime).
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+- Using user-provided fonts for menus and HUD.
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+- Saving/loading a file format that can contain multiple files but can still
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+ easily be read by other applications (ZIP).
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+- Loading files created by another game or program, or even game data files from
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+ another game not made with Godot.
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+
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+.. warning::
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+
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+ Do **not** use this runtime loading approach to load resources that are part
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+ of the project, as it's less efficient and doesn't allow benefiting from
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+ Godot's resource handling functionality (such as translation remaps). See
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+ :ref:`doc_import_process` for details.
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+
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+.. seealso::
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+
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+ You can see how saving and loading works in action using the
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+ `Run-time File Saving and Loading (Serialization) demo project <https://github.com/godotengine/godot-demo-projects/blob/master/loading/runtime_save_load>`__.
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+
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+Plain text and binary files
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+---------------------------
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+
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+Godot's :ref:`class_FileAccess` class provides methods to access files on the
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+filesystem for reading and writing:
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+
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+::
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+
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+ func save_file(content):
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+ var file = FileAccess.open("/path/to/file.txt", FileAccess.WRITE)
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+ file.store_string(content)
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+
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+ func load_file():
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+ var file = FileAccess.open("/path/to/file.txt", FileAccess.READ)
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+ var content = file.get_as_text()
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+ return content
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+
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+To handle custom binary formats (such as loading file formats not supported by
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+Godot), :ref:`class_FileAccess` provides several methods to read/write integers,
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+floats, strings and more. These FileAccess methods have names that start with
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+``get_`` and ``store_``.
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+
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+If you need more control over reading binary files or need to read binary
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+streams that are not part of a file, :ref:`class_PackedByteArray` provides
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+several helper methods to decode/encode series of bytes to integers, floats,
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+strings and more. These PackedByteArray methods have names that start with
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+``decode_`` and ``encode_``. See also :ref:`doc_binary_serialization_api`.
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+
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+Images
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+------
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+
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+Image's :ref:`load_from_file<class_Image_method_load_from_file>` static method
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+handles everything, from format detection based on file extension to reading the
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+file from disk.
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+
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+If you need error handling or more control (such as changing the scale a SVG is
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+loaded at), use one of the following methods depending on the file format:
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+
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+- :ref:`load_jpg_from_buffer<class_Image_method_load_jpg_from_buffer>`
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+- :ref:`load_ktx_from_buffer<class_Image_method_load_ktx_from_buffer>`
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+- :ref:`load_png_from_buffer<class_Image_method_load_png_from_buffer>`
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+- :ref:`load_svg_from_buffer<class_Image_method_load_svg_from_buffer>`
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+ or :ref:`load_svg_from_string<class_Image_method_load_svg_from_string>`
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+- :ref:`load_tga_from_buffer<class_Image_method_load_tga_from_buffer>`
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+- :ref:`load_webp_from_buffer<class_Image_method_load_webp_from_buffer>`
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+
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+Several image formats can also be saved by Godot at runtime using the following
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+methods:
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+
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+- :ref:`save_png<class_Image_method_save_png>`
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+ or :ref:`save_png_to_buffer<class_Image_method_save_png_to_buffer>`
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+- :ref:`save_webp<class_Image_method_save_webp>`
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+ or :ref:`save_webp_to_buffer<class_Image_method_save_webp_to_buffer>`
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+- :ref:`save_jpg<class_Image_method_save_jpg>`
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+ or :ref:`save_jpg_to_buffer<class_Image_method_save_jpg_to_buffer>`
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+- :ref:`save_exr<class_Image_method_save_exr>`
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+ or :ref:`save_exr_to_buffer<class_Image_method_save_exr_to_buffer>`
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+ *(only available in editor builds, cannot be used in exported projects)*
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+
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+The methods with the ``to_buffer`` suffix save the image to a PackedByteArray
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+instead of the filesystem. This is useful to send the image over the network or
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+into a ZIP archive without having to write it on the filesystem. This can
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+increase performance by reducing I/O utilization.
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+
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+Example of loading an image and displaying it in a :ref:`class_TextureRect` node
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+(which requires conversion to :ref:`class_ImageTexture`):
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+
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+::
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+
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+ # Load an image of any format supported by Godot from the filesystem.
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+ var image = Image.load_from_file(path)
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+ $TextureRect.texture = ImageTexture.create_from_image(image)
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+
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+ # Save the loaded Image to a PNG image.
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+ image.save_png("/path/to/file.png")
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+
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+ # Save the converted ImageTexture to a PNG image.
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+ $TextureRect.texture.get_image().save_png("/path/to/file.png")
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+
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+Audio/video files
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+-----------------
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+
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+Godot supports loading Ogg Vorbis audio at runtime. Note that not *all* files
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+with an ``.ogg`` extension may be Ogg Vorbis files. Some may be Ogg Theora
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+videos, or contain Opus audio within an Ogg container. These files will **not**
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+load correctly as audio files in Godot.
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+
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+Example of loading an Ogg Vorbis audio file in an :ref:`class_AudioStreamPlayer` node:
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+
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+::
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+
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+ $AudioStreamPlayer.stream = AudioStreamOggVorbis.load_from_file(path)
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+
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+Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer` node:
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+
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+::
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+
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+ var video_stream_theora = VideoStreamTheora.new()
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+ # File extension is ignored, so it is possible to load Ogg Theora videos
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+ # that have an `.ogg` extension this way.
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+ video_stream_theora.file = "/path/to/file.ogv"
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+ $VideoStreamPlayer.stream = video_stream_theora
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+
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+ # VideoStreamPlayer's Autoplay property won't work if the stream is empty
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+ # before this property is set, so call `play()` after setting `stream`.
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+ $VideoStreamPlayer.play()
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+
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+.. note::
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+
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+ Godot doesn't support runtime loading of MP3 or WAV files yet. Until this is
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+ implemented, it's feasible to implement runtime WAV loading using a script
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+ since :ref:`class_AudioStreamWAV`'s ``data`` property is exposed to
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+ scripting.
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+
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+ It's still possible to *save* WAV files using
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+ :ref:`save_to_wav<class_AudioStreamWAV_method_save_to_wav>`, which is useful
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+ for procedurally generated audio or microphone recordings.
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+
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+3D scenes
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+---------
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+
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+Godot has first-class support for glTF 2.0, both in the editor and exported
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+projects. Using :ref:`class_gltfdocument` and :ref:`class_gltfstate` together,
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+Godot can load and save glTF files in exported projects, in both text
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+(``.gltf``) and binary (``.glb``) formats. The binary format should be preferred
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+as it's faster to write and smaller, but the text format is easier to debug.
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+
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+Example of loading a glTF scene and appending its root node to the scene:
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+
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+::
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+
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+ # Load an existing glTF scene.
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+ # GLTFState is used by GLTFDocument to store the loaded scene's state.
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+ # GLTFDocument is the class that handles actually loading glTF data into a Godot node tree,
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+ # which means it supports glTF features such as lights and cameras.
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+ var gltf_document_load = GLTFDocument.new()
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+ var gltf_state_load = GLTFState.new()
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+ var error = gltf_document_load.append_from_file("/path/to/file.gltf", gltf_state_load)
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+ if error == OK:
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+ var gltf_scene_root_node = gltf_document_load.generate_scene(gltf_state_load)
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+ add_child(gltf_scene_root_node)
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+ else:
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+ show_error("Couldn't load glTF scene (error code: %s)." % error_string(error))
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+
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+ # Save a new glTF scene.
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+ var gltf_document_save := GLTFDocument.new()
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+ var gltf_state_save := GLTFState.new()
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+ gltf_document_save.append_from_scene(gltf_scene_root_node, gltf_state_save)
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+ # The file extension in the output `path` (`.gltf` or `.glb`) determines
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+ # whether the output uses text or binary format.
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+ # `GLTFDocument.generate_buffer()` is also available for saving to memory.
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+ gltf_document_save.write_to_filesystem(gltf_state_save, path)
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+
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+.. _doc_runtime_file_loading_and_saving_fonts:
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+
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+Fonts
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+-----
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+
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+:ref:`load_dynamic_font<class_FontFile_method_load_bitmap_font>` supports the following
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+font file formats: TTF, OTF, WOFF, WOFF2, PFB, PFM
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+
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+On the other hand, :ref:`load_bitmap_font<class_FontFile_method_load_bitmap_font>` supports
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+the `BMFont <https://www.angelcode.com/products/bmfont/>`__ format (``.fnt`` or ``.font``).
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+
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+Additionally, it is possible to load any font that is installed on the system using
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+Godot's support for :ref:`doc_using_fonts_system_fonts`.
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+
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+Example of loading a font file automatically according to its file extension,
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+then adding it as a theme override to a :ref:`class_Label` node:
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+
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+::
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+
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+ var path = "/path/to/font.ttf"
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+ var path_lower = path.to_lower()
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+ var font_file = FontFile.new()
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+ if (
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+ path_lower.ends_with(".ttf")
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+ or path_lower.ends_with(".otf")
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+ or path_lower.ends_with(".woff")
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+ or path_lower.ends_with(".woff2")
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+ or path_lower.ends_with(".pfb")
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+ or path_lower.ends_with(".pfm")
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+ ):
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+ font_file.load_dynamic_font(path)
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+ elif path_lower.ends_with(".fnt") or path_lower.ends_with(".font"):
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+ font_file.load_bitmap_font(path)
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+ else:
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+ push_error("Invalid font file format.")
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+
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+ if not font_file.data.is_empty():
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+ # If font was loaded successfully, add it as a theme override.
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+ $Label.add_theme_font_override("font", font_file)
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+
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+ZIP archives
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+------------
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+
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+Godot supports reading and writing ZIP archives using the :ref:`class_zipreader`
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+and :ref:`class_zippacker` classes. This supports any ZIP file, including files
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+generated by Godot's "Export PCK/ZIP" functionality (although these will contain
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+imported Godot resources rather than the original project files).
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+
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+.. note::
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+
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+ Use :ref:`load_resource_pack<class_ProjectSettings_method_load_resource_pack>`
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+ to load PCK or ZIP files exported by Godot as
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+ :ref:`additional data packs <doc_exporting_pcks>`. That approach is preferred
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+ for DLCs, as it makes interacting with additional data packs seamless (virtual filesystem).
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+
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+This ZIP archive support can be combined with runtime image, 3D scene and audio
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+loading to provide a seamless modding experience without requiring users to go
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+through the Godot editor to generate PCK/ZIP files.
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+
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+Example that lists files in a ZIP archive in an :ref:`class_ItemList` node,
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+then writes contents read from it to a new ZIP archive (essentially duplicating the archive):
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+
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+::
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+
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+ # Load an existing ZIP archive.
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+ var zip_reader = ZIPReader.new()
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+ zip_reader.open(path)
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+ var files = zip_reader.get_files()
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+ # The list of files isn't sorted by default. Sort it for more consistent processing.
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+ files.sort()
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+ for file in files:
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+ $ItemList.add_item(file, null)
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+ # Make folders disabled in the list.
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+ $ItemList.set_item_disabled(-1, file.ends_with("/"))
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+
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+ # Save a new ZIP archive.
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+ var zip_packer = ZIPPacker.new()
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+ var error = zip_packer.open(path)
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+ if error != OK:
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+ push_error("Couldn't open path for saving ZIP archive (error code: %s)." % error_string(error))
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+ return
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+
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+ # Reuse the above ZIPReader instance to read files from an existing ZIP archive.
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+ for file in zip_reader.get_files():
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+ zip_packer.start_file(file)
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+ zip_packer.write_file(zip_reader.read_file(file))
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+ zip_packer.close_file()
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+
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+ zip_packer.close()
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