Version: beta
FUNCTION | |
---|---|
resource.material() | reference to material resource |
resource.font() | reference to font resource |
resource.texture() | reference to texture resource |
resource.atlas() | reference to atlas resource |
resource.buffer() | reference to buffer resource |
resource.tile_source() | reference to tile source resource |
resource.set() | Set a resource |
resource.load() | load a resource |
resource.set_texture() | set a texture |
resource.set_sound() | Update internal sound resource |
resource.get_buffer() | get resource buffer |
resource.set_buffer() | set resource buffer |
resource.get_text_metrics() | gets the text metrics for a font |
resource.get_current_manifest() | return a reference to the Manifest that is currently loaded |
resource.store_resource() | add a resource to the data archive and runtime index |
resource.store_manifest() | create, verify, and store a manifest to device |
resource.store_archive() | register and store a live update zip file |
resource.is_using_liveupdate_data() | is any liveupdate data mounted and currently in use |
CONSTANT | |
---|---|
resource.TEXTURE_TYPE_2D | 2D texture type |
resource.TEXTURE_FORMAT_LUMINANCE | luminance type texture format |
resource.TEXTURE_FORMAT_RGB | RGB type texture format |
resource.TEXTURE_FORMAT_RGBA | RGBA type texture format |
resource.LIVEUPDATE_OK | LIVEUPDATE_OK |
resource.LIVEUPDATE_INVALID_RESOURCE | LIVEUPDATE_INVALID_RESOURCE |
resource.LIVEUPDATE_VERSION_MISMATCH | LIVEUPDATE_VERSION_MISMATCH |
resource.LIVEUPDATE_ENGINE_VERSION_MISMATCH | LIVEUPDATE_ENGINE_VERSION_MISMATCH |
resource.LIVEUPDATE_SIGNATURE_MISMATCH | LIVEUPDATE_SIGNATURE_MISMATCH |
resource.LIVEUPDATE_SCHEME_MISMATCH | LIVEUPDATE_SCHEME_MISMATCH |
resource.LIVEUPDATE_BUNDLED_RESOURCE_MISMATCH | LIVEUPDATE_BUNDLED_RESOURCE_MISMATCH |
resource.LIVEUPDATE_FORMAT_ERROR | LIVEUPDATE_FORMAT_ERROR |
resource.material([path])
Constructor-like function with two purposes:
PARAMETERS
[path] |
string |
optional resource path string to the resource |
RETURNS
path |
hash | a path hash to the binary version of the resource |
EXAMPLES
Load a material and set it to a sprite:go.property("my_material", resource.material("/material.material")) function init(self) go.set("#sprite", "material", self.my_material) end
resource.font([path])
Constructor-like function with two purposes:
PARAMETERS
[path] |
string |
optional resource path string to the resource |
RETURNS
path |
hash | a path hash to the binary version of the resource |
EXAMPLES
Load a font and set it to a label:go.property("my_font", resource.font("/font.font")) function init(self) go.set("#label", "font", self.my_font) end
go.property("my_font", resource.font("/font.font")) function init(self) go.set("#gui", "fonts", self.my_font, {key = "my_font"}) end
resource.texture([path])
Constructor-like function with two purposes:
PARAMETERS
[path] |
string |
optional resource path string to the resource |
RETURNS
path |
hash | a path hash to the binary version of the resource |
EXAMPLES
Load a texture and set it to a model:go.property("my_texture", resource.texture("/texture.png")) function init(self) go.set("#model", "texture0", self.my_texture) end
resource.atlas([path])
Constructor-like function with two purposes:
PARAMETERS
[path] |
string |
optional resource path string to the resource |
RETURNS
path |
hash | a path hash to the binary version of the resource |
EXAMPLES
Load an atlas and set it to a sprite:go.property("my_atlas", resource.atlas("/atlas.atlas")) function init(self) go.set("#sprite", "image", self.my_atlas) end
go.property("my_atlas", resource.atlas("/atlas.atlas")) function init(self) go.set("#gui", "textures", self.my_atlas, {key = "my_atlas"}) end
resource.buffer([path])
Constructor-like function with two purposes:
PARAMETERS
[path] |
string |
optional resource path string to the resource |
RETURNS
path |
hash | a path hash to the binary version of the resource |
EXAMPLES
Set a unique buffer it to a sprite:go.property("my_buffer", resource.buffer("/cube.buffer")) function init(self) go.set("#mesh", "vertices", self.my_buffer) end
resource.tile_source([path])
Constructor-like function with two purposes:
PARAMETERS
[path] |
string |
optional resource path string to the resource |
RETURNS
path |
hash | a path hash to the binary version of the resource |
EXAMPLES
Load tile source and set it to a tile map:go.property("my_tile_source", resource.tile_source("/tilesource.tilesource")) function init(self) go.set("#tilemap", "tile_source", self.my_tile_source) end
resource.set(path,buffer)
Sets the resource data for a specific resource
PARAMETERS
path |
string, hash |
The path to the resource |
buffer |
buffer |
The buffer of precreated data, suitable for the intended resource type |
EXAMPLES
Assuming the folder "/res" is added to the project custom resources:-- load a texture resource and set it on a sprite local buffer = resource.load("/res/new.texturec") resource.set(go.get("#sprite", "texture0"), buffer)
resource.load(path)
Loads the resource data for a specific resource.
PARAMETERS
path |
string |
The path to the resource |
RETURNS
buffer |
buffer | Returns the buffer stored on disc |
EXAMPLES
-- read custom resource data into buffer local buffer = resource.load("/resources/datafile")
[project] title = My project version = 0.1 custom_resources = resources/,assets/level_data.json
resource.set_texture(path,table,buffer)
Sets the pixel data for a specific texture.
PARAMETERS
path |
hash, string |
The path to the resource |
table |
table |
A table containing info about the texture. Supported entries:
|
buffer |
buffer |
The buffer of precreated pixel data Currently, only 1 mipmap is generated. |
EXAMPLES
How to set all pixels of an atlasfunction init(self) self.height = 128 self.width = 128 self.buffer = buffer.create(self.width * self.height, { {name=hash("rgb"), type=buffer.VALUE_TYPE_UINT8, count=3} } ) self.stream = buffer.get_stream(self.buffer, hash("rgb")) for y=1,self.height do for x=1,self.width do local index = (y-1) * self.width * 3 + (x-1) * 3 + 1 self.stream[index + 0] = 0xff self.stream[index + 1] = 0x80 self.stream[index + 2] = 0x10 end end local resource_path = go.get("#sprite", "texture0") local header = { width=self.width, height=self.height, type=resource.TEXTURE_TYPE_2D, format=resource.TEXTURE_FORMAT_RGB, num_mip_maps=1 } resource.set_texture( resource_path, header, self.buffer ) end
resource.set_sound(path,buffer)
Update internal sound resource (wavc/oggc) with new data
PARAMETERS
path |
hash, string |
The path to the resource |
buffer |
string |
A lua string containing the binary sound data |
resource.get_buffer(path)
gets the buffer from a resource
PARAMETERS
path |
hash, string |
The path to the resource |
RETURNS
buffer |
buffer | The resource buffer |
EXAMPLES
How to get the data from a bufferfunction init(self) local res_path = go.get("#mesh", "vertices") local buf = resource.get_buffer(res_path) local stream_positions = buffer.get_stream(self.buffer, "position") for i=1,#stream_positions do print(i, stream_positions[i]) end end
resource.set_buffer(path,buffer)
sets the buffer of a resource
PARAMETERS
path |
hash, string |
The path to the resource |
buffer |
buffer |
The resource buffer |
EXAMPLES
How to set the data from a bufferlocal function fill_stream(stream, verts) for key, value in ipairs(verts) do stream[key] = verts[key] end end function init(self) local res_path = go.get("#mesh", "vertices") local positions = { 1, -1, 0, 1, 1, 0, -1, -1, 0 } local num_verts = #positions / 3 -- create a new buffer local buf = buffer.create(num_verts, { { name = hash("position"), type=buffer.VALUE_TYPE_FLOAT32, count = 3 } }) local buf = resource.get_buffer(res_path) local stream_positions = buffer.get_stream(buf, "position") fill_stream(stream_positions, positions) resource.set_buffer(res_path, buf) end
resource.get_text_metrics(url,text,[options])
Gets the text metrics from a font
PARAMETERS
url |
hash |
the font to get the (unscaled) metrics from |
text |
string |
text to measure |
[options] |
table |
A table containing parameters for the text. Supported entries:
|
RETURNS
metrics |
table | a table with the following fields:
|
EXAMPLES
function init(self) local font = go.get("#label", "font") local metrics = resource.get_text_metrics(font, "The quick brown fox\n jumps over the lazy dog") pprint(metrics) end
resource.get_current_manifest()
Return a reference to the Manifest that is currently loaded.
PARAMETERS
None
RETURNS
manifest_reference |
number | reference to the Manifest that is currently loaded |
resource.store_resource(manifest_reference,data,hexdigest,callback)
add a resource to the data archive and runtime index. The resource will be verified internally before being added to the data archive.
PARAMETERS
manifest_reference |
number |
The manifest to check against. |
data |
string |
The resource data that should be stored. |
hexdigest |
string |
The expected hash for the resource, retrieved through collectionproxy.missing_resources. |
callback |
function(self, hexdigest, status) |
The callback
function that is executed once the engine has been attempted to store
the resource.
|
EXAMPLES
function init(self) self.manifest = resource.get_current_manifest() end local function callback_store_resource(self, hexdigest, status) if status == true then print("Successfully stored resource: " .. hexdigest) else print("Failed to store resource: " .. hexdigest) end end local function load_resources(self, target) local resources = collectionproxy.missing_resources(target) for _, resource_hash in ipairs(resources) do local baseurl = "http://example.defold.com:8000/" http.request(baseurl .. resource_hash, "GET", function(self, id, response) if response.status == 200 then resource.store_resource(self.manifest, response.response, resource_hash, callback_store_resource) else print("Failed to download resource: " .. resource_hash) end end) end end
resource.store_manifest(manifest_buffer,callback)
Create a new manifest from a buffer. The created manifest is verified by ensuring that the manifest was signed using the bundled public/private key-pair during the bundle process and that the manifest supports the current running engine version. Once the manifest is verified it is stored on device. The next time the engine starts (or is rebooted) it will look for the stored manifest before loading resources. Storing a new manifest allows the developer to update the game, modify existing resources, or add new resources to the game through LiveUpdate.
PARAMETERS
manifest_buffer |
string |
the binary data that represents the manifest |
callback |
function(self, status) |
the callback function
executed once the engine has attempted to store the manifest.
|
EXAMPLES
How to download a manifest with HTTP and store it on device.local function store_manifest_cb(self, status) if status == resource.LIVEUPATE_OK then pprint("Successfully stored manifest. This manifest will be loaded instead of the bundled manifest the next time the engine starts.") else pprint("Failed to store manifest") end end local function download_and_store_manifest(self) http.request(MANIFEST_URL, "GET", function(self, id, response) if response.status == 200 then resource.store_manifest(response.response, store_manifest_cb) end end) end
resource.store_archive(path,callback,[options])
Stores a zip file and uses it for live update content. The contents of the zip file will be verified against the manifest to ensure file integrity. It is possible to opt out of the resource verification using an option passed to this function. The path is stored in the (internal) live update location.
PARAMETERS
path |
string |
the path to the original file on disc |
callback |
function(self, status) |
the callback function
executed after the storage has completed
|
[options] |
table |
optional table with extra parameters. Supported entries:
|
EXAMPLES
How to download an archive with HTTP and store it on device.local LIVEUPDATE_URL = <a file server url> -- This can be anything, but you should keep the platform bundles apart local ZIP_FILENAME = 'defold.resourcepack.zip' local APP_SAVE_DIR = "LiveUpdateDemo" function init(self) self.proxy = "levels#level1" print("INIT: is_using_liveupdate_data:", resource.is_using_liveupdate_data()) -- let's download the archive msg.post("#", "attempt_download_archive") end -- helper function to store headers from the http request (e.g. the ETag) local function store_http_response_headers(name, data) local path = sys.get_save_file(APP_SAVE_DIR, name) sys.save(path, data) end local function load_http_response_headers(name) local path = sys.get_save_file(APP_SAVE_DIR, name) return sys.load(path) end -- returns headers that can potentially generate a 304 -- without redownloading the file again local function get_http_request_headers(name) local data = load_http_response_headers(name) local headers = {} for k, v in pairs(data) do if string.lower(k) == 'etag' then headers['If-None-Match'] = v elseif string.lower(k) == 'last-modified' then headers['If-Modified-Since'] = v end end return headers end local function store_archive_cb(self, path, status) if status == true then print("Successfully stored live update archive!", path) sys.reboot() else print("Failed to store live update archive, ", path) -- remove the path end end function on_message(self, message_id, message, sender) if message_id == hash("attempt_download_archive") then -- by supplying the ETag, we don't have to redownload the file again -- if we already have downloaded it. local headers = get_http_request_headers(ZIP_FILENAME .. '.json') if not resource.is_using_liveupdate_data() then headers = {} -- live update data has been purged, and we need do a fresh download end local path = sys.get_save_file(APP_SAVE_DIR, ZIP_FILENAME) local options = { path = path, -- a temporary file on disc. will be removed upon successful liveupdate storage ignore_cache = true -- we don't want to store a (potentially large) duplicate in our http cache } local url = LIVEUPDATE_URL .. ZIP_FILENAME print("Downloading", url) http.request(url, "GET", function(self, id, response) if response.status == 304 then print(string.format("%d: Archive zip file up-to-date", response.status)) elseif response.status == 200 and response.error == nil then -- register the path to the live update system resource.store_archive(response.path, store_archive_cb) -- at this point, the "path" has been moved internally to a different location -- save the ETag for the next run store_http_response_headers(ZIP_FILENAME .. '.json', response.headers) else print("Error when downloading", url, "to", path, ":", response.status, response.error) end -- If we got a 200, we would call store_archive_cb() then reboot -- Second time, if we get here, it should be after a 304, and then -- we can load the missing resources from the liveupdate archive if resource.is_using_liveupdate_data() then msg.post(self.proxy, "load") end end, headers, nil, options)
resource.is_using_liveupdate_data()
Is any liveupdate data mounted and currently in use? This can be used to determine if a new manifest or zip file should be downloaded.
PARAMETERS
None
RETURNS
bool |
bool | true if a liveupdate archive (any format) has been loaded |
2D texture type
luminance type texture format
RGB type texture format
RGBA type texture format
LIVEUPDATE_OK
The handled resource is invalid.
Mismatch between manifest expected version and actual version.
Mismatch between running engine version and engine versions supported by manifest.
Mismatch between manifest expected signature and actual signature.
Mismatch between scheme used to load resources. Resources are loaded with a different scheme than from manifest, for example over HTTP or directly from file. This is typically the case when running the game directly from the editor instead of from a bundle.
Mismatch between between expected bundled resources and actual bundled resources. The manifest expects a resource to be in the bundle, but it was not found in the bundle. This is typically the case when a non-excluded resource was modified between publishing the bundle and publishing the manifest.
Failed to parse manifest data buffer. The manifest was probably produced by a different engine version.