Polyphase Game Engine
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InputActionsAsset Class Reference

#include <InputActionsAsset.h>

Inheritance diagram for InputActionsAsset:
Asset Object

Public Member Functions

 DECLARE_ASSET (InputActionsAsset, Asset)
 
 InputActionsAsset ()
 
virtual void LoadStream (Stream &stream, Platform platform) override
 
virtual void SaveStream (Stream &stream, Platform platform) override
 
virtual glm::vec4 GetTypeColor () override
 
virtual const char * GetTypeName () override
 
- Public Member Functions inherited from Asset
 DECLARE_FACTORY_MANAGER (Asset)
 
 DECLARE_FACTORY (Asset, Asset)
 
 DECLARE_OBJECT (Asset, Object)
 
 Asset ()
 
virtual ~Asset ()
 
virtual void Create ()
 
virtual void Destroy ()
 
virtual void Copy (Asset *srcAsset)
 
const std::string & GetName () const
 
bool IsLoaded () const
 
bool IsRefCounted () const
 
int32_t GetRefCount () const
 
bool IsEmbedded () const
 
void SetEmbedded (bool embed)
 
bool IsEngineAsset () const
 
void SetEngineAsset (bool engineAsset)
 
void SetName (const std::string &name)
 
void IncrementRefCount ()
 
void DecrementRefCount ()
 
void LoadFile (const char *path, AsyncLoadRequest *request=nullptr)
 
void LoadEmbedded (const EmbeddedFile *embeddedAsset, AsyncLoadRequest *request=nullptr)
 
void SaveFile (const char *path, Platform platform)
 
virtual bool Import (const std::string &path, ImportOptions *options=nullptr)
 
virtual void GatherProperties (std::vector< Property > &outProps) override
 
virtual const char * GetTypeImportExt ()
 
virtual bool ShouldSnapshotForPie () const
 
bool IsTransient () const
 
void SetTransient (bool transient)
 
uint64_t GetUuid () const
 
void SetUuid (uint64_t uuid)
 
void EnsureUuid ()
 
void WriteHeader (Stream &stream)
 
- Public Member Functions inherited from Object
virtual ~Object ()=default
 
virtual const char * RuntimeName () const =0
 
virtual const char * RuntimeParentName () const =0
 
virtual RuntimeId InstanceRuntimeId () const =0
 
virtual ObjectQueryInterface (RuntimeId id) const
 
virtual bool Is (RuntimeId id) const
 
virtual bool Is (const char *name) const
 
virtual bool DrawCustomProperty (Property &prop)
 
template<typename T >
T * As () const
 
virtual bool Equals (const Object *rhs) const
 

Public Attributes

std::vector< InputActionmActions
 

Additional Inherited Members

- Static Public Member Functions inherited from Asset
static AssetHeader ReadHeader (Stream &stream)
 
static std::string GetNameFromPath (const std::string &path)
 
static std::string GetDirectoryFromPath (const std::string &path)
 
static const char * GetNameFromTypeId (TypeId id)
 
static TypeId GetTypeIdFromName (const char *name)
 
- Static Public Member Functions inherited from Object
static const char * ClassRuntimeName ()
 
- Protected Attributes inherited from Asset
uint32_t mVersion = 0
 
TypeId mType = INVALID_TYPE_ID
 
uint64_t mUuid = 0
 
bool mEmbedded = false
 
bool mLoaded = false
 
bool mEnableRefCount = true
 
bool mEngineAsset = false
 
bool mTransient = false
 
std::string mName = "Asset"
 
int32_t mRefCount = 0
 

Constructor & Destructor Documentation

◆ InputActionsAsset()

InputActionsAsset::InputActionsAsset ( )

Member Function Documentation

◆ DECLARE_ASSET()

InputActionsAsset::DECLARE_ASSET ( InputActionsAsset  ,
Asset   
)

◆ GetTypeColor()

glm::vec4 InputActionsAsset::GetTypeColor ( )
overridevirtual

Reimplemented from Asset.

◆ GetTypeName()

const char * InputActionsAsset::GetTypeName ( )
overridevirtual

Reimplemented from Asset.

◆ LoadStream()

void InputActionsAsset::LoadStream ( Stream stream,
Platform  platform 
)
overridevirtual

Reimplemented from Asset.

◆ SaveStream()

void InputActionsAsset::SaveStream ( Stream stream,
Platform  platform 
)
overridevirtual

Reimplemented from Asset.

Member Data Documentation

◆ mActions

std::vector<InputAction> InputActionsAsset::mActions

The documentation for this class was generated from the following files: