mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Merge pull request #8363 from Calinou/add-runtime-file-loading-saving
Add a page on runtime file loading and saving
This commit is contained in:
@@ -724,7 +724,8 @@ File formats
|
||||
- Can (de)serialize any Godot datatype, including Vector2/3, Color, ...
|
||||
|
||||
- Read XML files using :ref:`class_XMLParser`.
|
||||
- Read and write ZIP files using :ref:`class_ZIPReader` and :ref:`class_ZIPPacker`.
|
||||
- :ref:`Load and save images, audio/video, fonts and ZIP archives <doc_runtime_loading_and_saving>`
|
||||
in an exported project without having to go through Godot's import system.
|
||||
- Pack game data into a PCK file (custom format optimized for fast seeking),
|
||||
into a ZIP archive, or directly into the executable for single-file distribution.
|
||||
- :ref:`Export additional PCK files<doc_exporting_pcks>` that can be read
|
||||
|
||||
@@ -8,4 +8,5 @@ File and data I/O
|
||||
background_loading
|
||||
data_paths
|
||||
saving_games
|
||||
runtime_file_loading_and_saving
|
||||
binary_serialization_api
|
||||
|
||||
280
tutorials/io/runtime_file_loading_and_saving.rst
Normal file
280
tutorials/io/runtime_file_loading_and_saving.rst
Normal file
@@ -0,0 +1,280 @@
|
||||
.. _doc_runtime_loading_and_saving:
|
||||
|
||||
Runtime file loading and saving
|
||||
===============================
|
||||
|
||||
.. seealso::
|
||||
|
||||
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.
|
||||
|
||||
Example use cases for runtime file loading and saving include:
|
||||
|
||||
- Loading texture packs designed for the game.
|
||||
- Loading user-provided audio tracks and playing them back in an in-game radio station.
|
||||
- Loading custom levels or 3D models that can be designed with any 3D DCC that
|
||||
can export to glTF (including glTF scenes saved by Godot at runtime).
|
||||
- Using user-provided fonts for menus and HUD.
|
||||
- Saving/loading a file format that can contain multiple files but can still
|
||||
easily be read by other applications (ZIP).
|
||||
- Loading files created by another game or program, or even game data files from
|
||||
another game not made with Godot.
|
||||
|
||||
.. warning::
|
||||
|
||||
Do **not** use this runtime loading approach to load resources that are part
|
||||
of the project, as it's less efficient and doesn't allow benefiting from
|
||||
Godot's resource handling functionality (such as translation remaps). See
|
||||
:ref:`doc_import_process` for details.
|
||||
|
||||
.. seealso::
|
||||
|
||||
You can see how saving and loading works in action using the
|
||||
`Run-time File Saving and Loading (Serialization) demo project <https://github.com/godotengine/godot-demo-projects/blob/master/loading/runtime_save_load>`__.
|
||||
|
||||
Plain text and binary files
|
||||
---------------------------
|
||||
|
||||
Godot's :ref:`class_FileAccess` class provides methods to access files on the
|
||||
filesystem for reading and writing:
|
||||
|
||||
::
|
||||
|
||||
func save_file(content):
|
||||
var file = FileAccess.open("/path/to/file.txt", FileAccess.WRITE)
|
||||
file.store_string(content)
|
||||
|
||||
func load_file():
|
||||
var file = FileAccess.open("/path/to/file.txt", FileAccess.READ)
|
||||
var content = file.get_as_text()
|
||||
return content
|
||||
|
||||
To handle custom binary formats (such as loading file formats not supported by
|
||||
Godot), :ref:`class_FileAccess` provides several methods to read/write integers,
|
||||
floats, strings and more. These FileAccess methods have names that start with
|
||||
``get_`` and ``store_``.
|
||||
|
||||
If you need more control over reading binary files or need to read binary
|
||||
streams that are not part of a file, :ref:`class_PackedByteArray` provides
|
||||
several helper methods to decode/encode series of bytes to integers, floats,
|
||||
strings and more. These PackedByteArray methods have names that start with
|
||||
``decode_`` and ``encode_``. See also :ref:`doc_binary_serialization_api`.
|
||||
|
||||
Images
|
||||
------
|
||||
|
||||
Image's :ref:`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>`
|
||||
|
||||
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>`
|
||||
*(only available in editor builds, cannot be used in exported projects)*
|
||||
|
||||
The methods with the ``to_buffer`` suffix save the image to a PackedByteArray
|
||||
instead of the filesystem. This is useful to send the image over the network or
|
||||
into a ZIP archive without having to write it on the filesystem. This can
|
||||
increase performance by reducing I/O utilization.
|
||||
|
||||
Example of loading an image and displaying it in a :ref:`class_TextureRect` node
|
||||
(which requires conversion to :ref:`class_ImageTexture`):
|
||||
|
||||
::
|
||||
|
||||
# Load an image of any format supported by Godot from the filesystem.
|
||||
var image = Image.load_from_file(path)
|
||||
$TextureRect.texture = ImageTexture.create_from_image(image)
|
||||
|
||||
# Save the loaded Image to a PNG image.
|
||||
image.save_png("/path/to/file.png")
|
||||
|
||||
# Save the converted ImageTexture to a PNG image.
|
||||
$TextureRect.texture.get_image().save_png("/path/to/file.png")
|
||||
|
||||
Audio/video files
|
||||
-----------------
|
||||
|
||||
Godot supports loading Ogg Vorbis audio at runtime. Note that not *all* files
|
||||
with an ``.ogg`` extension may be Ogg Vorbis files. Some may be Ogg Theora
|
||||
videos, or contain Opus audio within an Ogg container. These files will **not**
|
||||
load correctly as audio files in Godot.
|
||||
|
||||
Example of loading an Ogg Vorbis audio file in an :ref:`class_AudioStreamPlayer` node:
|
||||
|
||||
::
|
||||
|
||||
$AudioStreamPlayer.stream = AudioStreamOggVorbis.load_from_file(path)
|
||||
|
||||
Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer` node:
|
||||
|
||||
::
|
||||
|
||||
var video_stream_theora = VideoStreamTheora.new()
|
||||
# File extension is ignored, so it is possible to load Ogg Theora videos
|
||||
# that have an `.ogg` extension this way.
|
||||
video_stream_theora.file = "/path/to/file.ogv"
|
||||
$VideoStreamPlayer.stream = video_stream_theora
|
||||
|
||||
# VideoStreamPlayer's Autoplay property won't work if the stream is empty
|
||||
# before this property is set, so call `play()` after setting `stream`.
|
||||
$VideoStreamPlayer.play()
|
||||
|
||||
.. note::
|
||||
|
||||
Godot doesn't support runtime loading of MP3 or WAV files yet. Until this is
|
||||
implemented, it's feasible to implement runtime WAV loading using a script
|
||||
since :ref:`class_AudioStreamWAV`'s ``data`` property is exposed to
|
||||
scripting.
|
||||
|
||||
It's still possible to *save* WAV files using
|
||||
:ref:`save_to_wav<class_AudioStreamWAV_method_save_to_wav>`, which is useful
|
||||
for procedurally generated audio or microphone recordings.
|
||||
|
||||
3D scenes
|
||||
---------
|
||||
|
||||
Godot has first-class support for glTF 2.0, both in the editor and exported
|
||||
projects. Using :ref:`class_gltfdocument` and :ref:`class_gltfstate` together,
|
||||
Godot can load and save glTF files in exported projects, in both text
|
||||
(``.gltf``) and binary (``.glb``) formats. The binary format should be preferred
|
||||
as it's faster to write and smaller, but the text format is easier to debug.
|
||||
|
||||
Example of loading a glTF scene and appending its root node to the scene:
|
||||
|
||||
::
|
||||
|
||||
# Load an existing glTF scene.
|
||||
# GLTFState is used by GLTFDocument to store the loaded scene's state.
|
||||
# GLTFDocument is the class that handles actually loading glTF data into a Godot node tree,
|
||||
# which means it supports glTF features such as lights and cameras.
|
||||
var gltf_document_load = GLTFDocument.new()
|
||||
var gltf_state_load = GLTFState.new()
|
||||
var error = gltf_document_load.append_from_file("/path/to/file.gltf", gltf_state_load)
|
||||
if error == OK:
|
||||
var gltf_scene_root_node = gltf_document_load.generate_scene(gltf_state_load)
|
||||
add_child(gltf_scene_root_node)
|
||||
else:
|
||||
show_error("Couldn't load glTF scene (error code: %s)." % error_string(error))
|
||||
|
||||
# Save a new glTF scene.
|
||||
var gltf_document_save := GLTFDocument.new()
|
||||
var gltf_state_save := GLTFState.new()
|
||||
gltf_document_save.append_from_scene(gltf_scene_root_node, gltf_state_save)
|
||||
# The file extension in the output `path` (`.gltf` or `.glb`) determines
|
||||
# whether the output uses text or binary format.
|
||||
# `GLTFDocument.generate_buffer()` is also available for saving to memory.
|
||||
gltf_document_save.write_to_filesystem(gltf_state_save, path)
|
||||
|
||||
.. _doc_runtime_file_loading_and_saving_fonts:
|
||||
|
||||
Fonts
|
||||
-----
|
||||
|
||||
:ref:`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
|
||||
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
|
||||
Godot's support for :ref:`doc_using_fonts_system_fonts`.
|
||||
|
||||
Example of loading a font file automatically according to its file extension,
|
||||
then adding it as a theme override to a :ref:`class_Label` node:
|
||||
|
||||
::
|
||||
|
||||
var path = "/path/to/font.ttf"
|
||||
var path_lower = path.to_lower()
|
||||
var font_file = FontFile.new()
|
||||
if (
|
||||
path_lower.ends_with(".ttf")
|
||||
or path_lower.ends_with(".otf")
|
||||
or path_lower.ends_with(".woff")
|
||||
or path_lower.ends_with(".woff2")
|
||||
or path_lower.ends_with(".pfb")
|
||||
or path_lower.ends_with(".pfm")
|
||||
):
|
||||
font_file.load_dynamic_font(path)
|
||||
elif path_lower.ends_with(".fnt") or path_lower.ends_with(".font"):
|
||||
font_file.load_bitmap_font(path)
|
||||
else:
|
||||
push_error("Invalid font file format.")
|
||||
|
||||
if not font_file.data.is_empty():
|
||||
# If font was loaded successfully, add it as a theme override.
|
||||
$Label.add_theme_font_override("font", font_file)
|
||||
|
||||
ZIP archives
|
||||
------------
|
||||
|
||||
Godot supports reading and writing ZIP archives using the :ref:`class_zipreader`
|
||||
and :ref:`class_zippacker` classes. This supports any ZIP file, including files
|
||||
generated by Godot's "Export PCK/ZIP" functionality (although these will contain
|
||||
imported Godot resources rather than the original project files).
|
||||
|
||||
.. note::
|
||||
|
||||
Use :ref:`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).
|
||||
|
||||
This ZIP archive support can be combined with runtime image, 3D scene and audio
|
||||
loading to provide a seamless modding experience without requiring users to go
|
||||
through the Godot editor to generate PCK/ZIP files.
|
||||
|
||||
Example that lists files in a ZIP archive in an :ref:`class_ItemList` node,
|
||||
then writes contents read from it to a new ZIP archive (essentially duplicating the archive):
|
||||
|
||||
::
|
||||
|
||||
# Load an existing ZIP archive.
|
||||
var zip_reader = ZIPReader.new()
|
||||
zip_reader.open(path)
|
||||
var files = zip_reader.get_files()
|
||||
# The list of files isn't sorted by default. Sort it for more consistent processing.
|
||||
files.sort()
|
||||
for file in files:
|
||||
$ItemList.add_item(file, null)
|
||||
# Make folders disabled in the list.
|
||||
$ItemList.set_item_disabled(-1, file.ends_with("/"))
|
||||
|
||||
# Save a new ZIP archive.
|
||||
var zip_packer = ZIPPacker.new()
|
||||
var error = zip_packer.open(path)
|
||||
if error != OK:
|
||||
push_error("Couldn't open path for saving ZIP archive (error code: %s)." % error_string(error))
|
||||
return
|
||||
|
||||
# Reuse the above ZIPReader instance to read files from an existing ZIP archive.
|
||||
for file in zip_reader.get_files():
|
||||
zip_packer.start_file(file)
|
||||
zip_packer.write_file(zip_reader.read_file(file))
|
||||
zip_packer.close_file()
|
||||
|
||||
zip_packer.close()
|
||||
@@ -665,7 +665,8 @@ possible to display CJK characters and emoji without having to load a custom
|
||||
font. There are some restrictions that apply though, as mentioned in the
|
||||
:ref:`Using emoji <doc_using_fonts_emoji>` section.
|
||||
|
||||
Create a SystemFont resource in the location where you desire to use the system font:
|
||||
Create a :ref:`class_SystemFont` resource in the location where you desire to
|
||||
use the system font:
|
||||
|
||||
.. figure:: img/using_fonts_system_font_create.webp
|
||||
:align: center
|
||||
@@ -720,6 +721,10 @@ that labels can extend further if needed.
|
||||
distributions, different fonts may be displayed for a given system font name
|
||||
or alias.
|
||||
|
||||
It is also possible to load fonts at runtime even if they aren't installed on the system.
|
||||
See :ref:`Runtime loading and saving <doc_runtime_file_loading_and_saving_fonts>`
|
||||
for details.
|
||||
|
||||
.. _doc_using_fonts_font_prerendering:
|
||||
|
||||
Font prerendering
|
||||
|
||||
Reference in New Issue
Block a user