38aaaa3cf9
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
138 lines
7.5 KiB
XML
138 lines
7.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceLoader" 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 used to load resource files.
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</brief_description>
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<description>
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Singleton used to load resource files from the filesystem.
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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.
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[b]Note:[/b] You have to import the files into the engine first to load them using [method load]. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data].
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</description>
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<tutorials>
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<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
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</tutorials>
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<methods>
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<method name="add_resource_format_loader">
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<return type="void" />
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<argument index="0" name="format_loader" type="ResourceFormatLoader" />
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<argument index="1" name="at_front" type="bool" default="false" />
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<description>
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Registers a new [ResourceFormatLoader]. The ResourceLoader will use the ResourceFormatLoader as described in [method load].
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This method is performed implicitly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information).
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</description>
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</method>
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<method name="exists">
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<return type="bool" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="type_hint" type="String" default="""" />
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<description>
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Returns whether a recognized resource exists for the given [code]path[/code].
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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].
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</description>
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</method>
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<method name="get_dependencies">
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<return type="PackedStringArray" />
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<argument index="0" name="path" type="String" />
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<description>
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Returns the dependencies for the resource at the given [code]path[/code].
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</description>
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</method>
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<method name="get_recognized_extensions_for_type">
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<return type="PackedStringArray" />
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<argument index="0" name="type" type="String" />
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<description>
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Returns the list of recognized extensions for a resource type.
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</description>
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</method>
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<method name="get_resource_uid">
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<return type="int" />
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<argument index="0" name="path" type="String" />
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<description>
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Returns the ID associated with a given resource path, or [code]-1[/code] when no such ID exists.
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</description>
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</method>
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<method name="has_cached">
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<return type="bool" />
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<argument index="0" name="path" type="String" />
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<description>
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Returns whether a cached resource is available for the given [code]path[/code].
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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.
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</description>
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</method>
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<method name="load">
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<return type="Resource" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="type_hint" type="String" default="""" />
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<argument index="2" name="cache_mode" type="int" enum="ResourceLoader.CacheMode" default="1" />
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<description>
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Loads a resource at the given [code]path[/code], caching the result for further access.
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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.
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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].
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The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
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Returns an empty resource if no [ResourceFormatLoader] could handle the file.
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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.
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</description>
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</method>
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<method name="load_threaded_get">
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<return type="Resource" />
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<argument index="0" name="path" type="String" />
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<description>
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Returns the resource loaded by [method load_threaded_request].
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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.
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</description>
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</method>
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<method name="load_threaded_get_status">
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<return type="int" enum="ResourceLoader.ThreadLoadStatus" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="progress" type="Array" default="[]" />
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<description>
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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.
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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.
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</description>
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</method>
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<method name="load_threaded_request">
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<return type="int" enum="Error" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="type_hint" type="String" default="""" />
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<argument index="2" name="use_sub_threads" type="bool" default="false" />
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<description>
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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).
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</description>
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</method>
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<method name="remove_resource_format_loader">
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<return type="void" />
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<argument index="0" name="format_loader" type="ResourceFormatLoader" />
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<description>
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Unregisters the given [ResourceFormatLoader].
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</description>
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</method>
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<method name="set_abort_on_missing_resources">
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<return type="void" />
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<argument index="0" name="abort" type="bool" />
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<description>
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Changes the behavior on missing sub-resources. The default behavior is to abort loading.
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</description>
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</method>
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</methods>
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<constants>
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<constant name="THREAD_LOAD_INVALID_RESOURCE" value="0" enum="ThreadLoadStatus">
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The resource is invalid, or has not been loaded with [method load_threaded_request].
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</constant>
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<constant name="THREAD_LOAD_IN_PROGRESS" value="1" enum="ThreadLoadStatus">
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The resource is still being loaded.
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</constant>
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<constant name="THREAD_LOAD_FAILED" value="2" enum="ThreadLoadStatus">
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Some error occurred during loading and it failed.
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</constant>
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<constant name="THREAD_LOAD_LOADED" value="3" enum="ThreadLoadStatus">
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The resource was loaded successfully and can be accessed via [method load_threaded_get].
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</constant>
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<constant name="CACHE_MODE_IGNORE" value="0" enum="CacheMode">
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</constant>
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<constant name="CACHE_MODE_REUSE" value="1" enum="CacheMode">
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</constant>
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<constant name="CACHE_MODE_REPLACE" value="2" enum="CacheMode">
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</constant>
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</constants>
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</class>
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