/** * 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. * */ declare class ResourceLoaderClass extends Object { /** * 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. * */ new(): ResourceLoaderClass; static "new"(): ResourceLoaderClass /** * Returns whether a recognized resource exists for the given `path`. * * An optional `type_hint` can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. * */ exists(path: string, type_hint?: string): boolean; /** Returns the dependencies for the resource at the given [code]path[/code]. */ get_dependencies(path: string): PoolStringArray; /** Returns the list of recognized extensions for a resource type. */ get_recognized_extensions_for_type(type: string): PoolStringArray; /** [i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead. */ has(path: string): boolean; /** * Returns whether a cached resource is available for the given `path`. * * Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the [method load] or [method load_interactive] methods 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. * */ has_cached(path: string): boolean; /** * Loads a resource at the given `path`, 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 `type_hint` 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]. * * If `no_cache` is `true`, 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. * * 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. * */ load(path: string, type_hint?: string, no_cache?: boolean): Resource; /** * Starts loading a resource interactively. The returned [ResourceInteractiveLoader] object allows to load with high granularity, calling its [method ResourceInteractiveLoader.poll] method successively to load chunks. * * An optional `type_hint` 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]. * */ load_interactive(path: string, type_hint?: string): ResourceInteractiveLoader; /** Changes the behavior on missing sub-resources. The default behavior is to abort loading. */ set_abort_on_missing_resources(abort: boolean): void; connect>(signal: T, method: SignalFunction): number; }