godot/doc/classes/ResourceLoader.xml
2020-12-15 19:16:43 -05:00

131 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceLoader" inherits="Object" version="4.0">
<brief_description>
Singleton used to load resource files.
</brief_description>
<description>
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.
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<methods>
<method name="exists">
<return type="bool">
</return>
<argument index="0" name="path" type="String">
</argument>
<argument index="1" name="type_hint" type="String" default="&quot;&quot;">
</argument>
<description>
Returns whether a recognized resource exists for the given [code]path[/code].
An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
</description>
</method>
<method name="get_dependencies">
<return type="PackedStringArray">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Returns the dependencies for the resource at the given [code]path[/code].
</description>
</method>
<method name="get_recognized_extensions_for_type">
<return type="PackedStringArray">
</return>
<argument index="0" name="type" type="String">
</argument>
<description>
Returns the list of recognized extensions for a resource type.
</description>
</method>
<method name="has_cached">
<return type="bool">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Returns whether a cached resource is available for the given [code]path[/code].
Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the [method load] method will use the cached version. The cached resource can be overridden by using [method Resource.take_over_path] on a new resource for that same path.
</description>
</method>
<method name="load">
<return type="Resource">
</return>
<argument index="0" name="path" type="String">
</argument>
<argument index="1" name="type_hint" type="String" default="&quot;&quot;">
</argument>
<argument index="2" name="no_cache" type="bool" default="false">
</argument>
<description>
Loads a resource at the given [code]path[/code], caching the result for further access.
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]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
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.
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>
</method>
<method name="load_threaded_get">
<return type="Resource">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Returns the resource loaded by [method load_threaded_request].
If this is called before the loading thread is done (i.e. [method load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling thread will be blocked until the resource has finished loading.
</description>
</method>
<method name="load_threaded_get_status">
<return type="int" enum="ResourceLoader.ThreadLoadStatus">
</return>
<argument index="0" name="path" type="String">
</argument>
<argument index="1" name="progress" type="Array" default="[ ]">
</argument>
<description>
Returns the status of a threaded loading operation started with [method load_threaded_request] for the resource at [code]path[/code]. See [enum ThreadLoadStatus] for possible return values.
An array variable can optionally be passed via [code]progress[/code], and will return a one-element array containing the percentage of completion of the threaded loading.
</description>
</method>
<method name="load_threaded_request">
<return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<argument index="1" name="type_hint" type="String" default="&quot;&quot;">
</argument>
<argument index="2" name="use_sub_threads" type="bool" default="false">
</argument>
<description>
Loads the resource using threads. If [code]use_sub_threads[/code] is [code]true[/code], multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns).
</description>
</method>
<method name="set_abort_on_missing_resources">
<return type="void">
</return>
<argument index="0" name="abort" type="bool">
</argument>
<description>
Changes the behavior on missing sub-resources. The default behavior is to abort loading.
</description>
</method>
</methods>
<constants>
<constant name="THREAD_LOAD_INVALID_RESOURCE" value="0" enum="ThreadLoadStatus">
The resource is invalid, or has not been loaded with [method load_threaded_request].
</constant>
<constant name="THREAD_LOAD_IN_PROGRESS" value="1" enum="ThreadLoadStatus">
The resource is still being loaded.
</constant>
<constant name="THREAD_LOAD_FAILED" value="2" enum="ThreadLoadStatus">
Some error occurred during loading and it failed.
</constant>
<constant name="THREAD_LOAD_LOADED" value="3" enum="ThreadLoadStatus">
The resource was loaded successfully and can be accessed via [method load_threaded_get].
</constant>
</constants>
</class>