Polyphase Game Engine
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AssetManager.cpp File Reference
#include "AssetManager.h"
#include "Asset.h"
#include "AssetDir.h"
#include "Engine.h"
#include "Stream.h"
#include "Log.h"
#include "Constants.h"
#include "Utilities.h"
#include "EmbeddedFile.h"
#include "Renderer.h"
#include "Assets/Scene.h"
#include "Assets/Texture.h"
#include "Assets/StaticMesh.h"
#include "Assets/SkeletalMesh.h"
#include "Assets/ParticleSystem.h"
#include "Assets/ParticleSystemInstance.h"
#include "Assets/SoundWave.h"
#include "Assets/Material.h"
#include "Assets/MaterialLite.h"
#include "Assets/MaterialInstance.h"
#include "Assets/Font.h"
#include "System/System.h"
#include <string>
#include <functional>

Macros

#define ASYNC_REQUEUE_LIMIT   30
 

Functions

AssetFetchAsset (const std::string &name)
 
AssetLoadAsset (const std::string &name)
 
void UnloadAsset (const std::string &name)
 
void AsyncLoadAsset (const std::string &name, AssetRef *targetRef)
 
AssetStubFetchAssetStub (const std::string &name)
 
AssetFetchAssetByUuid (uint64_t uuid)
 
AssetLoadAssetByUuid (uint64_t uuid)
 
void AsyncLoadAssetByUuid (uint64_t uuid, AssetRef *targetRef)
 
AssetStubFetchAssetStubByUuid (uint64_t uuid)
 

Macro Definition Documentation

◆ ASYNC_REQUEUE_LIMIT

#define ASYNC_REQUEUE_LIMIT   30

Function Documentation

◆ AsyncLoadAsset()

void AsyncLoadAsset ( const std::string &  name,
AssetRef targetRef 
)

◆ AsyncLoadAssetByUuid()

void AsyncLoadAssetByUuid ( uint64_t  uuid,
AssetRef targetRef 
)

◆ FetchAsset()

Asset * FetchAsset ( const std::string &  name)

◆ FetchAssetByUuid()

Asset * FetchAssetByUuid ( uint64_t  uuid)

◆ FetchAssetStub()

AssetStub * FetchAssetStub ( const std::string &  name)

◆ FetchAssetStubByUuid()

AssetStub * FetchAssetStubByUuid ( uint64_t  uuid)

◆ LoadAsset()

Asset * LoadAsset ( const std::string &  name)

◆ LoadAssetByUuid()

Asset * LoadAssetByUuid ( uint64_t  uuid)

◆ UnloadAsset()

void UnloadAsset ( const std::string &  name)