mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-03 05:48:42 +03:00
Merge pull request #8408 from Calinou/runtime-file-loading-saving-clarify-classref-links
Add class name in classref links in Run-time file loading and saving
This commit is contained in:
@@ -7,10 +7,10 @@ Runtime file loading and saving
|
||||
|
||||
See :ref:`doc_saving_games` for information on saving and loading game progression.
|
||||
|
||||
Sometimes, :ref:`doc_exporting_pcks` is not ideal when you want players to be
|
||||
able to load user-generated content in your project. It requires users to
|
||||
generate a PCK or ZIP file through the Godot editor, which contains resources
|
||||
imported by Godot.
|
||||
Sometimes, :ref:`exporting packs, patches, and mods <doc_exporting_pcks>` is not
|
||||
ideal when you want players to be able to load user-generated content in your
|
||||
project. It requires users to generate a PCK or ZIP file through the Godot
|
||||
editor, which contains resources imported by Godot.
|
||||
|
||||
Example use cases for runtime file loading and saving include:
|
||||
|
||||
@@ -24,6 +24,9 @@ Example use cases for runtime file loading and saving include:
|
||||
- Loading files created by another game or program, or even game data files from
|
||||
another game not made with Godot.
|
||||
|
||||
Runtime file loading can be combined with :ref:`HTTP requests <doc_http_request_class>`
|
||||
to load resources from the Internet directly.
|
||||
|
||||
.. warning::
|
||||
|
||||
Do **not** use this runtime loading approach to load resources that are part
|
||||
@@ -67,32 +70,32 @@ strings and more. These PackedByteArray methods have names that start with
|
||||
Images
|
||||
------
|
||||
|
||||
Image's :ref:`load_from_file<class_Image_method_load_from_file>` static method
|
||||
Image's :ref:`Image.load_from_file <class_Image_method_load_from_file>` static method
|
||||
handles everything, from format detection based on file extension to reading the
|
||||
file from disk.
|
||||
|
||||
If you need error handling or more control (such as changing the scale a SVG is
|
||||
loaded at), use one of the following methods depending on the file format:
|
||||
|
||||
- :ref:`load_jpg_from_buffer<class_Image_method_load_jpg_from_buffer>`
|
||||
- :ref:`load_ktx_from_buffer<class_Image_method_load_ktx_from_buffer>`
|
||||
- :ref:`load_png_from_buffer<class_Image_method_load_png_from_buffer>`
|
||||
- :ref:`load_svg_from_buffer<class_Image_method_load_svg_from_buffer>`
|
||||
or :ref:`load_svg_from_string<class_Image_method_load_svg_from_string>`
|
||||
- :ref:`load_tga_from_buffer<class_Image_method_load_tga_from_buffer>`
|
||||
- :ref:`load_webp_from_buffer<class_Image_method_load_webp_from_buffer>`
|
||||
- :ref:`Image.load_jpg_from_buffer <class_Image_method_load_jpg_from_buffer>`
|
||||
- :ref:`Image.load_ktx_from_buffer <class_Image_method_load_ktx_from_buffer>`
|
||||
- :ref:`Image.load_png_from_buffer <class_Image_method_load_png_from_buffer>`
|
||||
- :ref:`Image.load_svg_from_buffer <class_Image_method_load_svg_from_buffer>`
|
||||
or :ref:`Image.load_svg_from_string <class_Image_method_load_svg_from_string>`
|
||||
- :ref:`Image.load_tga_from_buffer <class_Image_method_load_tga_from_buffer>`
|
||||
- :ref:`Image.load_webp_from_buffer <class_Image_method_load_webp_from_buffer>`
|
||||
|
||||
Several image formats can also be saved by Godot at runtime using the following
|
||||
methods:
|
||||
|
||||
- :ref:`save_png<class_Image_method_save_png>`
|
||||
or :ref:`save_png_to_buffer<class_Image_method_save_png_to_buffer>`
|
||||
- :ref:`save_webp<class_Image_method_save_webp>`
|
||||
or :ref:`save_webp_to_buffer<class_Image_method_save_webp_to_buffer>`
|
||||
- :ref:`save_jpg<class_Image_method_save_jpg>`
|
||||
or :ref:`save_jpg_to_buffer<class_Image_method_save_jpg_to_buffer>`
|
||||
- :ref:`save_exr<class_Image_method_save_exr>`
|
||||
or :ref:`save_exr_to_buffer<class_Image_method_save_exr_to_buffer>`
|
||||
- :ref:`Image.save_png <class_Image_method_save_png>`
|
||||
or :ref:`Image.save_png_to_buffer <class_Image_method_save_png_to_buffer>`
|
||||
- :ref:`Image.save_webp <class_Image_method_save_webp>`
|
||||
or :ref:`Image.save_webp_to_buffer <class_Image_method_save_webp_to_buffer>`
|
||||
- :ref:`Image.save_jpg <class_Image_method_save_jpg>`
|
||||
or :ref:`Image.save_jpg_to_buffer <class_Image_method_save_jpg_to_buffer>`
|
||||
- :ref:`Image.save_exr <class_Image_method_save_exr>`
|
||||
or :ref:`Image.save_exr_to_buffer <class_Image_method_save_exr_to_buffer>`
|
||||
*(only available in editor builds, cannot be used in exported projects)*
|
||||
|
||||
The methods with the ``to_buffer`` suffix save the image to a PackedByteArray
|
||||
@@ -151,7 +154,7 @@ Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer`
|
||||
scripting.
|
||||
|
||||
It's still possible to *save* WAV files using
|
||||
:ref:`save_to_wav<class_AudioStreamWAV_method_save_to_wav>`, which is useful
|
||||
:ref:`AudioStreamWAV.save_to_wav <class_AudioStreamWAV_method_save_to_wav>`, which is useful
|
||||
for procedurally generated audio or microphone recordings.
|
||||
|
||||
3D scenes
|
||||
@@ -194,10 +197,10 @@ Example of loading a glTF scene and appending its root node to the scene:
|
||||
Fonts
|
||||
-----
|
||||
|
||||
:ref:`load_dynamic_font<class_FontFile_method_load_bitmap_font>` supports the following
|
||||
:ref:`FontFile.load_dynamic_font <class_FontFile_method_load_bitmap_font>` supports the following
|
||||
font file formats: TTF, OTF, WOFF, WOFF2, PFB, PFM
|
||||
|
||||
On the other hand, :ref:`load_bitmap_font<class_FontFile_method_load_bitmap_font>` supports
|
||||
On the other hand, :ref:`FontFile.load_bitmap_font <class_FontFile_method_load_bitmap_font>` supports
|
||||
the `BMFont <https://www.angelcode.com/products/bmfont/>`__ format (``.fnt`` or ``.font``).
|
||||
|
||||
Additionally, it is possible to load any font that is installed on the system using
|
||||
@@ -239,7 +242,7 @@ imported Godot resources rather than the original project files).
|
||||
|
||||
.. note::
|
||||
|
||||
Use :ref:`load_resource_pack<class_ProjectSettings_method_load_resource_pack>`
|
||||
Use :ref:`ProjectSettings.load_resource_pack <class_ProjectSettings_method_load_resource_pack>`
|
||||
to load PCK or ZIP files exported by Godot as
|
||||
:ref:`additional data packs <doc_exporting_pcks>`. That approach is preferred
|
||||
for DLCs, as it makes interacting with additional data packs seamless (virtual filesystem).
|
||||
|
||||
@@ -17,7 +17,9 @@ lots of small updates as is common for multiplayer gameplay.
|
||||
|
||||
HTTP, however, offers interoperability with external
|
||||
web resources and is great at sending and receiving large amounts
|
||||
of data, for example to transfer files like game assets.
|
||||
of data, for example to transfer files like game assets. These assets can then
|
||||
be loaded using
|
||||
:ref:`runtime file loading and saving <doc_runtime_loading_and_saving>`.
|
||||
|
||||
So HTTP may be useful for your game's login system, lobby browser,
|
||||
to retrieve some information from the web or to download game assets.
|
||||
|
||||
Reference in New Issue
Block a user