static func validate_loader(loader:Callable)->bool: if loader.get_unbound_arguments_count() != 1: push_error("Cannot add loader for %s as only one String arg can be taken.") return false elif loader.get_bound_arguments()[0] is not String \ or loader.get_bound_arguments()[0] is not StringName: push_error("Cannot add loader for %s as only one String arg can be taken.") return false return true static func load_bin(buffer:PackedByteArray)->PackedByteArray: return buffer static func load_png(buffer:PackedByteArray)->Image: var img := Image.new() img.load_png_from_buffer(buffer) return img static func load_jpg(buffer:PackedByteArray)->Image: var img := Image.new() img.load_jpg_from_buffer(buffer) return img static func load_mp3(buffer:PackedByteArray)->AudioStreamMP3: var sfx := AudioStreamMP3.new() sfx.data = buffer return sfx static func load_ogg(buffer:PackedByteArray)->AudioStreamOggVorbis: var sfx := AudioStreamOggVorbis.new() sfx.load_from_buffer(buffer) return sfx static func load_txt(buffer:PackedByteArray)->String: var txt:String = buffer.get_string_from_utf8() return txt static func load_wav(buffer:PackedByteArray)->AudioStreamWAV: var sfx := AudioStreamWAV.new() push_warning(""" Cannot automatically parse wav because dynamic Godot parsing wav is currently manual and awful. Despite this, somehow Godot's editor importer seems to handle parsing wav just fine.""") return sfx # can't use CONST since Callables are technically instanced dynamically static var DEFAULT_SUPPORTED_FILES:Dictionary[String,Callable] = { "bin": load_bin, "txt": load_txt, "png": load_png, "jpg": load_jpg, "jpeg": load_jpg, "mp3": load_mp3, "ogg": load_ogg, "wav": load_wav, } static var DATA_FILES:Dictionary[String,Callable] = { "bin": load_bin, "txt": load_txt, } static var IMAGE_FILES:Dictionary[String,Callable] = { "png": load_png, "jpg": load_jpg, "jpeg": load_jpg, } static var AUDIO_FILES:Dictionary[String,Callable] = { "mp3": load_mp3, "ogg": load_ogg, "wav": load_wav, }