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Polyphase Game Engine
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#include "Asset.h"#include "AssetRef.h"#include "Log.h"#include "System/System.h"#include <string>#include <deque>#include <unordered_map>Go to the source code of this file.
Classes | |
| struct | AsyncLoadRequest |
| class | AssetManager |
Functions | |
| POLYPHASE_API Asset * | FetchAsset (const std::string &name) |
| POLYPHASE_API Asset * | LoadAsset (const std::string &name) |
| POLYPHASE_API void | UnloadAsset (const std::string &name) |
| POLYPHASE_API void | AsyncLoadAsset (const std::string &name, AssetRef *targetRef=nullptr) |
| POLYPHASE_API AssetStub * | FetchAssetStub (const std::string &name) |
| POLYPHASE_API Asset * | FetchAssetByUuid (uint64_t uuid) |
| POLYPHASE_API Asset * | LoadAssetByUuid (uint64_t uuid) |
| POLYPHASE_API void | AsyncLoadAssetByUuid (uint64_t uuid, AssetRef *targetRef=nullptr) |
| POLYPHASE_API AssetStub * | FetchAssetStubByUuid (uint64_t uuid) |
| template<typename T > | |
| T * | FetchAsset (const std::string &name) |
| template<typename T > | |
| T * | LoadAsset (const std::string &name) |
| template<typename T > | |
| T * | NewTransientAsset () |
| POLYPHASE_API void AsyncLoadAsset | ( | const std::string & | name, |
| AssetRef * | targetRef = nullptr |
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| ) |
| POLYPHASE_API void AsyncLoadAssetByUuid | ( | uint64_t | uuid, |
| AssetRef * | targetRef = nullptr |
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| ) |
| POLYPHASE_API Asset * FetchAsset | ( | const std::string & | name | ) |
| T * FetchAsset | ( | const std::string & | name | ) |
| POLYPHASE_API Asset * FetchAssetByUuid | ( | uint64_t | uuid | ) |
| POLYPHASE_API AssetStub * FetchAssetStub | ( | const std::string & | name | ) |
| POLYPHASE_API AssetStub * FetchAssetStubByUuid | ( | uint64_t | uuid | ) |
| POLYPHASE_API Asset * LoadAsset | ( | const std::string & | name | ) |
| T * LoadAsset | ( | const std::string & | name | ) |
| POLYPHASE_API Asset * LoadAssetByUuid | ( | uint64_t | uuid | ) |
| T * NewTransientAsset | ( | ) |
| POLYPHASE_API void UnloadAsset | ( | const std::string & | name | ) |