#include <assetmanager.h>
◆ AssetManager()
cqsp::asset::AssetManager::AssetManager |
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default |
◆ begin()
auto cqsp::asset::AssetManager::begin |
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inline |
◆ ClearAssets()
void cqsp::asset::AssetManager::ClearAssets |
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◆ end()
auto cqsp::asset::AssetManager::end |
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inline |
◆ GetAsset()
template<class T >
T * cqsp::asset::AssetManager::GetAsset |
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const std::string & |
key | ) |
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inline |
Gets an asset.
To get an asset, it defaults finding the asset in core
if you do not specify a package, or else if the asset is from another asset pack, you can specify mod_name:asset_name
, the separator between the two being a colon.
- Template Parameters
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- Parameters
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- Returns
◆ GetPackage()
Package * cqsp::asset::AssetManager::GetPackage |
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const std::string & |
name | ) |
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inline |
◆ GetPackageCount()
int cqsp::asset::AssetManager::GetPackageCount |
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inline |
◆ LoadDefaultTexture()
void cqsp::asset::AssetManager::LoadDefaultTexture |
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◆ MakeShader() [1/2]
ShaderProgram_t cqsp::asset::AssetManager::MakeShader |
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const std::string & |
vert, |
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const std::string & |
frag |
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◆ MakeShader() [2/2]
ShaderProgram_t cqsp::asset::AssetManager::MakeShader |
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const std::string & |
vert, |
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const std::string & |
frag, |
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const std::string & |
geom |
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) |
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◆ SaveModList()
void cqsp::asset::AssetManager::SaveModList |
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◆ AssetLoader
◆ empty_texture
◆ m_package_prototype_list
std::map<std::string, PackagePrototype> cqsp::asset::AssetManager::m_package_prototype_list |
◆ packages
std::map<std::string, std::unique_ptr<Package> > cqsp::asset::AssetManager::packages |
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private |
The documentation for this class was generated from the following files: