Polyphase Game Engine
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AssetManager_Lua.h
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1#pragma once
2
3#include "Engine.h"
4#include "AssetManager.h"
6
7#define ASSET_MANAGER_LUA_NAME "AssetManager"
8
10{
11 static int RefSweep(lua_State* L);
12 static int GetAsset(lua_State* L);
13 static int LoadAsset(lua_State* L);
14 static int SaveAsset(lua_State* L);
15 static int AsyncLoadAsset(lua_State* L);
16 static int UnloadAsset(lua_State* L);
17 static int CreateAndRegisterAsset(lua_State* L);
18
19 static void Bind();
20 static void BindGlobalFunctions();
21};
22
Definition AssetManager_Lua.h:10
static int SaveAsset(lua_State *L)
Definition AssetManager_Lua.cpp:30
static int LoadAsset(lua_State *L)
Definition AssetManager_Lua.cpp:20
static int GetAsset(lua_State *L)
Definition AssetManager_Lua.cpp:10
static void BindGlobalFunctions()
Definition AssetManager_Lua.cpp:115
static void Bind()
Definition AssetManager_Lua.cpp:87
static int UnloadAsset(lua_State *L)
Definition AssetManager_Lua.cpp:56
static int RefSweep(lua_State *L)
Definition AssetManager_Lua.cpp:4
static int CreateAndRegisterAsset(lua_State *L)
Definition AssetManager_Lua.cpp:65
static int AsyncLoadAsset(lua_State *L)
Definition AssetManager_Lua.cpp:40