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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "ResourceSaver" inherits= "Object" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Singleton for saving Godot-specific resource types.
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</brief_description>
<description >
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Singleton for saving Godot-specific resource types to the filesystem.
It uses the many [ResourceFormatSaver] classes registered in the engine (either built-in or from a plugin) to save engine-specific resource data to text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/code] or [code].scn[/code]).
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "add_resource_format_saver" >
<return type= "void" />
<argument index= "0" name= "format_saver" type= "ResourceFormatSaver" />
<argument index= "1" name= "at_front" type= "bool" default= "false" />
<description >
Registers a new [ResourceFormatSaver]. The ResourceSaver will use the ResourceFormatSaver as described in [method save].
This method is performed implictly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
</description>
</method>
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<method name= "get_recognized_extensions" >
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<return type= "PackedStringArray" />
<argument index= "0" name= "type" type= "Resource" />
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<description >
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Returns the list of extensions available for saving a resource of a given type.
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</description>
</method>
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<method name= "remove_resource_format_saver" >
<return type= "void" />
<argument index= "0" name= "format_saver" type= "ResourceFormatSaver" />
<description >
Unregisters the given [ResourceFormatSaver].
</description>
</method>
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<method name= "save" >
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<return type= "int" enum= "Error" />
<argument index= "0" name= "path" type= "String" />
<argument index= "1" name= "resource" type= "Resource" />
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<argument index= "2" name= "flags" type= "int" default= "0" />
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<description >
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Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object.
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The [code]flags[/code] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags.
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Returns [constant OK] on success.
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</description>
</method>
</methods>
<constants >
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<constant name= "FLAG_NONE" value= "0" enum= "SaverFlags" >
No resource saving option.
</constant>
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<constant name= "FLAG_RELATIVE_PATHS" value= "1" enum= "SaverFlags" >
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Save the resource with a path relative to the scene which uses it.
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</constant>
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<constant name= "FLAG_BUNDLE_RESOURCES" value= "2" enum= "SaverFlags" >
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Bundles external resources.
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</constant>
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<constant name= "FLAG_CHANGE_PATH" value= "4" enum= "SaverFlags" >
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Changes the [member Resource.resource_path] of the saved resource to match its new location.
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</constant>
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<constant name= "FLAG_OMIT_EDITOR_PROPERTIES" value= "8" enum= "SaverFlags" >
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Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix).
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</constant>
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<constant name= "FLAG_SAVE_BIG_ENDIAN" value= "16" enum= "SaverFlags" >
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Save as big endian (see [member File.big_endian]).
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</constant>
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<constant name= "FLAG_COMPRESS" value= "32" enum= "SaverFlags" >
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Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only available for binary resource types.
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</constant>
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<constant name= "FLAG_REPLACE_SUBRESOURCE_PATHS" value= "64" enum= "SaverFlags" >
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Take over the paths of the saved subresources (see [method Resource.take_over_path]).
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</constant>
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</constants>
</class>