asge::game::asset
Namespaces
Classes & Structs
Asset
Class
AssetManager
Class
AssetPool
Class
AssetRef
Struct
AssetRefs
Struct
Animation >
Struct
AudioSource >
Struct
Sprite >
Struct
UILabel >
Struct
FrameTable
Struct
GetAssetType
Struct
GridSpec
Struct
Resolver
Struct
Animation >
Struct
AudioSource >
Struct
PathFollow >
Struct
Sprite >
Struct
UILabel >
Struct
Enumerations
enum class AssetKindWhich AssetManager pool a virtual path referenced by AssetRefs<T> would resolve through.
TextureAnimationClipAudioClipFontenum class AssetTypeRuntime tag identifying which concrete type an Asset<T> wraps.
Lets code holding only an AssetType value (not the template parameter itself) branch on what kind of asset it's looking at — e.g. a future heterogeneous asset registry/cache keyed by this tag.
UnknownImageFontFrameTableenum class GridOrderDirection in which frame indices walk a spritesheet grid.
RowMajorColumnMajorFunctions
Every asset reference held by any component in inRegistry.
Folds over components::SerializableComponents the same way ResolveAssets does, dispatching each entity's each component through AssetRefs<T> instead of Resolver<T> — read-only, so nothing is loaded or created.
DEFINE_ASSET_TYPE(media::Image, Image)DEFINE_ASSET_TYPE(media::Font, Font)DEFINE_ASSET_TYPE(FrameTable, FrameTable)std::vector< math::Rect > MakeGridFrames(GridSpec const &inSpec) noexceptBuilds inSpec.m_Count sub-rects (in texture pixels) across a regular grid spritesheet, for use as FrameTable::m_Frames.
Cell indices run from m_First to m_First + m_Count - 1. In RowMajor order index i sits at column (i % m_Columns), row (i / m_Columns); in ColumnMajor order at column (i / m_Rows), row (i % m_Rows). Adjacent cells are m_Spacing pixels apart. Returns an empty vector if m_Count is 0 or the wrap length for the order (m_Columns / m_Rows) is 0.