Polyphase Game Engine
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Texture Member List

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

As() constObjectinline
Asset()Asset
ClassRuntimeName()Objectinlinestatic
Copy(Asset *srcAsset)Assetvirtual
Create() overrideTexturevirtual
DECLARE_ASSET(Texture, Asset)Texture
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy() overrideTexturevirtual
DrawCustomProperty(Property &prop)Objectinlinevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
GatherProperties(std::vector< Property > &outProps) overrideTexturevirtual
GetDirectoryFromPath(const std::string &path)Assetstatic
GetFilterType() constTexture
GetFormat() constTexture
GetHeight() constTexture
GetLayers() constTexture
GetLowQualityDownsampleFactor() constTexture
GetMipLevels() constTexture
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetPixels() constTextureinline
GetRefCount() constAsset
GetResource()Texture
GetTypeColor() overrideTexturevirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt() overrideTexturevirtual
GetTypeName() overrideTexturevirtual
GetUuid() constAsset
GetUVMax() constTextureinline
GetWidth() constTexture
GetWrapMode() constTexture
HandlePropChange(class Datum *datum, uint32_t index, const void *newValue)Texturestatic
Import(const std::string &path, ImportOptions *options) overrideTexturevirtual
IncrementRefCount()Asset
Init(uint32_t width, uint32_t height, uint8_t *data)Texture
InstanceRuntimeId() const =0Objectpure virtual
Is(RuntimeId id) constObjectinlinevirtual
Is(const char *name) constObjectinlinevirtual
IsEmbedded() constAsset
IsEngineAsset() constAsset
IsForcedHighQuality() constTexture
IsLoaded() constAsset
IsMipmapped() constTexture
IsRefCounted() constAsset
IsRenderTarget() constTexture
IsSrgb() constTexture
IsTransient() constAsset
LoadEmbedded(const EmbeddedFile *embeddedAsset, AsyncLoadRequest *request=nullptr)Asset
LoadFile(const char *path, AsyncLoadRequest *request=nullptr)Asset
LoadFromMemory(const uint8_t *data, size_t size, Texture &out)Texturestatic
LoadStream(Stream &stream, Platform platform) overrideTexturevirtual
mEmbeddedAssetprotected
mEnableRefCountAssetprotected
mEngineAssetAssetprotected
mFilterTypeTextureprotected
mForceHighQualityTextureprotected
mFormatTextureprotected
mHeightTextureprotected
mLayersTextureprotected
mLoadedAssetprotected
mLowQualityDownsampleFactorTextureprotected
mMipLevelsTextureprotected
mMipmappedTextureprotected
mNameAssetprotected
mPixelsTextureprotected
mRefCountAssetprotected
mRenderTargetTextureprotected
mResourceTextureprotected
mSrgbTextureprotected
mTransientAssetprotected
mTypeAssetprotected
mUuidAssetprotected
mUvMaxTextureprotected
mVersionAssetprotected
mWidthTextureprotected
mWrapModeTextureprotected
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) overrideTexturevirtual
SetEmbedded(bool embed)Asset
SetEngineAsset(bool engineAsset)Asset
SetFilterType(FilterType filterType)Texture
SetForceHighQuality(bool forceHq)Texture
SetFormat(PixelFormat format)Texture
SetMipmapped(bool mipmapped)Texture
SetName(const std::string &name)Asset
SetTransient(bool transient)Asset
SetUuid(uint64_t uuid)Asset
SetUVMax(glm::vec2 uvMax)Textureinline
SetWrapMode(WrapMode wrapMode)Texture
ShouldSnapshotForPie() constAssetinlinevirtual
Texture()Texture
UpdatePixels(const uint8_t *data, size_t byteSize)Texture
WriteHeader(Stream &stream)Asset
~Asset()Assetvirtual
~Object()=defaultObjectvirtual
~Texture()Texturevirtual