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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="ResourceFormatSaver" inherits="Reference" category="Core" version="3.1">
- <brief_description>
- Saves a specific resource type to a file.
- </brief_description>
- <description>
- The engine can save resources when you do it from the editor, or when you call [method ResourceSaver.save]. This is accomplished with multiple [code]ResourceFormatSaver[/code]s, each handling its own format.
- By default, Godot saves resources as [code].tres[/code], [code].res[/code] 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 [code]class_name[/code] for it to be registered. You may as well implement a [ResourceFormatLoader].
- </description>
- <tutorials>
- </tutorials>
- <demos>
- </demos>
- <methods>
- <method name="get_recognized_extensions" qualifiers="virtual">
- <return type="PoolStringArray">
- </return>
- <argument index="0" name="resource" type="Resource">
- </argument>
- <description>
- Gets the list of extensions for files this saver is able to write.
- </description>
- </method>
- <method name="recognize" qualifiers="virtual">
- <return type="bool">
- </return>
- <argument index="0" name="resource" type="Resource">
- </argument>
- <description>
- Returns true if the given resource object can be saved by this saver.
- </description>
- </method>
- <method name="save" qualifiers="virtual">
- <return type="int">
- </return>
- <argument index="0" name="path" type="String">
- </argument>
- <argument index="1" name="resource" type="Resource">
- </argument>
- <argument index="2" name="flags" type="int">
- </argument>
- <description>
- Saves the given resource object to a file. [code]flags[/code] is a bitmask composed with [code]FLAG_*[/code] constants defined in [ResourceSaver]. Returns [code]OK[/code] on success, or an [code]ERR_*[/code] constant listed in [@GlobalScope] if it failed.
- </description>
- </method>
- </methods>
- <constants>
- </constants>
- </class>
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