Vulkan Schnee 0.0.1
High-performance rendering engine
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Ecs::RenderingAssetManager Class Reference

#include <RenderingAssetManager.h>

Inheritance diagram for Ecs::RenderingAssetManager:
Collaboration diagram for Ecs::RenderingAssetManager:

Public Member Functions

 RenderingAssetManager ()
Public Member Functions inherited from Asset::AssetManager< std::filesystem::path, RenderingAsset >
 AssetManager ()=default
virtual ~AssetManager ()=default
void declare (std::filesystem::path path, Args &&... args)
 Adds an asset to the list in its unloaded state.
void add (std::filesystem::path path, RenderingAsset *asset)
 Adds or overwrites a previously declared asset at a key.
bool exists (std::filesystem::path path)
 Checks if an asset already exists. This means it is declared and there is content.
bool isDeclared (std::filesystem::path path)
 Checks if an asset has been declared. If it exists it is also declared.
CpuLoadingState getAssetLoadingState (const std::filesystem::path &path)
 Gets a loading state for an asset. If the asset is not yet declared it will return that it is UNLOADED.
std::optional< RenderingAsset * > getAsset (const std::filesystem::path &path)
 Try's to get an asset. If the asset does not exist (can be checked with exists) it will return a std::nullopt.
virtual void clear ()
 Clears out all resources.
void forEachAsset (Func &&func) const
 Iterates over all assets and calls the provided callback for each.

Detailed Description

Definition at line 16 of file RenderingAssetManager.h.

Constructor & Destructor Documentation

◆ RenderingAssetManager()

Ecs::RenderingAssetManager::RenderingAssetManager ( )

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