Polyphase Game Engine
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InputActionsAsset Member List

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

As() constObjectinline
Asset()Asset
ClassRuntimeName()Objectinlinestatic
Copy(Asset *srcAsset)Assetvirtual
Create()Assetvirtual
DECLARE_ASSET(InputActionsAsset, Asset)InputActionsAsset
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy()Assetvirtual
DrawCustomProperty(Property &prop)Objectinlinevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
GatherProperties(std::vector< Property > &outProps) overrideAssetvirtual
GetDirectoryFromPath(const std::string &path)Assetstatic
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetRefCount() constAsset
GetTypeColor() overrideInputActionsAssetvirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt()Assetvirtual
GetTypeName() overrideInputActionsAssetvirtual
GetUuid() constAsset
Import(const std::string &path, ImportOptions *options=nullptr)Assetvirtual
IncrementRefCount()Asset
InputActionsAsset()InputActionsAsset
InstanceRuntimeId() const =0Objectpure virtual
Is(RuntimeId id) constObjectinlinevirtual
Is(const char *name) constObjectinlinevirtual
IsEmbedded() constAsset
IsEngineAsset() constAsset
IsLoaded() constAsset
IsRefCounted() constAsset
IsTransient() constAsset
LoadEmbedded(const EmbeddedFile *embeddedAsset, AsyncLoadRequest *request=nullptr)Asset
LoadFile(const char *path, AsyncLoadRequest *request=nullptr)Asset
LoadStream(Stream &stream, Platform platform) overrideInputActionsAssetvirtual
mActionsInputActionsAsset
mEmbeddedAssetprotected
mEnableRefCountAssetprotected
mEngineAssetAssetprotected
mLoadedAssetprotected
mNameAssetprotected
mRefCountAssetprotected
mTransientAssetprotected
mTypeAssetprotected
mUuidAssetprotected
mVersionAssetprotected
QueryInterface(RuntimeId id) constObjectinlinevirtual
ReadHeader(Stream &stream)Assetstatic
RuntimeName() const =0Objectpure virtual
RuntimeParentName() const =0Objectpure virtual
SaveFile(const char *path, Platform platform)Asset
SaveStream(Stream &stream, Platform platform) overrideInputActionsAssetvirtual
SetEmbedded(bool embed)Asset
SetEngineAsset(bool engineAsset)Asset
SetName(const std::string &name)Asset
SetTransient(bool transient)Asset
SetUuid(uint64_t uuid)Asset
ShouldSnapshotForPie() constAssetinlinevirtual
WriteHeader(Stream &stream)Asset
~Asset()Assetvirtual
~Object()=defaultObjectvirtual