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Merge pull request #42439 from Xrayez/doc-gdscript-load-and-resloader-xref

Cross-reference GDScript `load` and `ResourceLoader.load` in classref
Rémi Verschelde 4 years ago
parent
commit
3556bc48a1
2 changed files with 3 additions and 2 deletions
  1. 2 2
      doc/classes/ResourceLoader.xml
  2. 1 0
      modules/gdscript/doc_classes/@GDScript.xml

+ 2 - 2
doc/classes/ResourceLoader.xml

@@ -6,7 +6,6 @@
 	<description>
 	<description>
 		Singleton used to load resource files from the filesystem.
 		Singleton used to load resource files from the filesystem.
 		It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
 		It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
-		GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 		<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
 		<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
@@ -66,7 +65,8 @@
 				The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
 				The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
 				An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
 				An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
 				If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
 				If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
-				Returns an empty resource if no ResourceFormatLoader could handle the file.
+				Returns an empty resource if no [ResourceFormatLoader] could handle the file.
+				GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="load_threaded_get">
 		<method name="load_threaded_get">

+ 1 - 0
modules/gdscript/doc_classes/@GDScript.xml

@@ -627,6 +627,7 @@
 				var main = load("res://main.tscn") # main will contain a PackedScene resource.
 				var main = load("res://main.tscn") # main will contain a PackedScene resource.
 				[/codeblock]
 				[/codeblock]
 				[b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code].
 				[b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code].
+				This method is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="log">
 		<method name="log">