godot/doc/classes/ResourceLoader.xml
2020-03-13 16:35:03 +01:00

130 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.
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>
<tutorials>
</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].
</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].
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.
</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>