Polyphase Game Engine
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AssetManager Member List

This is the complete list of members for AssetManager, including all inherited members.

AssetManager()AssetManagerprotected
AsyncLoadAsset(const std::string &name, AssetRef *targetRef)AssetManager
AsyncLoadAssetByUuid(uint64_t uuid, AssetRef *targetRef)AssetManager
AsyncLoadThreadFunc(void *in)AssetManagerprotectedstatic
Create()AssetManagerstatic
CreateAndRegisterAsset(TypeId assetType, AssetDir *directory, const std::string &filename, bool engineAsset)AssetManager
Destroy()AssetManagerstatic
Discover(const char *directoryName, const char *directoryPath)AssetManager
DiscoverAddonPackages(const std::string &packagesDir)AssetManager
DiscoverAssetRegistry(const char *registryPath)AssetManager
DiscoverDirectory(AssetDir *directory, bool engineDir)AssetManager
DiscoverEmbeddedAssets(struct EmbeddedFile *assets, uint32_t numAssets)AssetManager
DoesAssetExist(const std::string &name)AssetManager
FindDefaultScene()AssetManager
FindDefaultScenePath()AssetManager
FindEngineDirectory()AssetManager
FindPackagesDirectory()AssetManager
FindProjectDirectory()AssetManager
FindProjectRootDirectory()AssetManager
GatherDirtyAssets()AssetManager
GatherFontFiles(const std::string &dir, std::vector< std::string > &outFiles)AssetManager
GatherScriptFiles(const std::string &dir, std::vector< std::string > &outFiles)AssetManager
GatherScriptFilesRecursive(const std::string &dirPath, const std::string &relativePath, std::vector< std::string > &scriptFiles)AssetManager
Get()AssetManagerstatic
GetAsset(const std::string &name)AssetManager
GetAssetByUuid(uint64_t uuid)AssetManager
GetAssetDirFromPath(const std::string &dirPath)AssetManager
GetAssetMap()AssetManager
GetAssetStub(const std::string &name)AssetManager
GetAssetStubByPath(const std::string &path)AssetManager
GetAssetStubByUuid(uint64_t uuid)AssetManager
GetAvailableFontFiles()AssetManager
GetAvailableScriptFiles()AssetManager
GetParentDirectory(const std::string &path)AssetManager
GetPolyphaseDirectory()AssetManager
GetRootDirectory()AssetManager
GetSceneAsset(const std::string &name)AssetManager
ImportEngineAsset(TypeId assetType, AssetDir *dir, const std::string &filename, ImportOptions *options=nullptr)AssetManager
ImportEngineAssets()AssetManager
Initialize()AssetManager
IsPurging() constAssetManager
LoadAll()AssetManager
LoadAsset(const std::string &name)AssetManager
LoadAsset(AssetStub &stub)AssetManager
LoadAssetByPath(const std::string &path)AssetManager
LoadAssetByUuid(uint64_t uuid)AssetManager
mAssetMapAssetManagerprotected
mAssetPathMapAssetManagerprotected
mAsyncLoadThreadAssetManagerprotected
mBeginLoadQueueAssetManagerprotected
mDestructingAssetManagerprotected
mEndLoadQueueAssetManagerprotected
mMutexAssetManagerprotected
mPurgingAssetManagerprotected
mRootDirectoryAssetManagerprotected
mTransientAssetsAssetManagerprotected
mUuidMapAssetManagerprotected
Purge(bool purgeEngineAssets)AssetManager
PurgeAsset(const char *name)AssetManager
RefreshDirectory(AssetDir *directory)AssetManager
RefSweep()AssetManager
RegisterAsset(const std::string &filename, TypeId type, AssetDir *directory, EmbeddedFile *embeddedAsset, bool engineAsset, uint64_t uuid=0)AssetManager
RegisterTransientAsset(Asset *asset)AssetManager
RenameAsset(Asset *asset, const std::string &newName)AssetManager
RenameDirectory(AssetDir *dir, const std::string &newName)AssetManager
SaveAsset(const std::string &name)AssetManager
SaveAsset(AssetStub &stub)AssetManager
sInstanceAssetManagerprotectedstatic
UnloadAsset(const std::string &name)AssetManager
UnloadAsset(AssetStub &stub)AssetManager
UnloadProjectDirectory()AssetManager
Update(float deltaTime)AssetManager
UpdateEndLoadQueue()AssetManagerprotected
~AssetManager()AssetManager