94 }
else if (name ==
"texture") {
96 }
else if (name ==
"shader") {
98 }
else if (name ==
"hjson") {
100 }
else if (name ==
"text") {
102 }
else if (name ==
"model") {
104 }
else if (name ==
"font") {
106 }
else if (name ==
"cubemap") {
108 }
else if (name ==
"directory") {
110 }
else if (name ==
"audio") {
112 }
else if (name ==
"shader_def") {
114 }
else if (name ==
"binary") {
The base class for assets.
Definition: asset.h:165
virtual void PostLoad(AssetManager &)
Definition: asset.h:171
virtual AssetType GetAssetType()=0
std::string path
Definition: asset.h:172
int accessed
Definition: asset.h:173
Definition: assetmanager.h:46
When adding assets, it is extremely crucial that you read cqsp::asset::AssetLoader::LoadResources to ...
Definition: asset.h:29
std::string ToString(AssetType type)
Converts asset type to asset type names for display
Definition: asset.h:125
AssetType
Definition: asset.h:32
@ SHADER_DEFINITION
shader_def as the type parameter in resource.hjson
@ TEXT
text as the type parameter in resource.hjson
@ HJSON
hjson as the type parameter in resource.hjson
@ AUDIO
audio as the type parameter in resource.hjson
AssetType FromString(const std::string &name)
Converts asset type names to asset types
Definition: asset.h:91
@ FONT
Font prototype.
Definition: assetprototype.h:28
@ NONE
Definition: assetprototype.h:25
@ SHADER
shader prototype
Definition: assetprototype.h:27
@ TEXTURE
texture prototype
Definition: assetprototype.h:26
@ CUBEMAP
cubemap prototype
Definition: assetprototype.h:29
@ MODEL
Model prototype.
Definition: assetprototype.h:30
bool AssetIsVisual(AssetType type)
Checks whether the asset is needed for windowed mode or not.
Definition: asset.h:156