Vulkan Schnee 0.0.1
High-performance rendering engine
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Engine::Assets::AnimationAssetManager Member List

This is the complete list of members for Engine::Assets::AnimationAssetManager, including all inherited members.

add(Asset::MeshPath path, Animation *asset)Asset::AssetManager< Asset::MeshPath, Animation >
AnimationAssetManager()=defaultEngine::Assets::AnimationAssetManager
AssetManager()=defaultAsset::AssetManager< Asset::MeshPath, Animation >
clear()Asset::AssetManager< Asset::MeshPath, Animation >virtual
completeRecord(const std::shared_ptr< RecordType > &record, bool success, std::string error={})Asset::AssetManager< Asset::MeshPath, Animation >private
declare(Asset::MeshPath path, Args &&... args)Asset::AssetManager< Asset::MeshPath, Animation >
exists(Asset::MeshPath path)Asset::AssetManager< Asset::MeshPath, Animation >
fail(const Asset::MeshPath &path, std::string error)Asset::AssetManager< Asset::MeshPath, Animation >
forEachAsset(Func &&func) constAsset::AssetManager< Asset::MeshPath, Animation >inline
getAsset(const Asset::MeshPath &path)Asset::AssetManager< Asset::MeshPath, Animation >
getAssetLoadingState(const Asset::MeshPath &path)Asset::AssetManager< Asset::MeshPath, Animation >
getOrCreateRecord(const Asset::MeshPath &path)Asset::AssetManager< Asset::MeshPath, Animation >private
getOrCreateRef(const Asset::MeshPath &path)Asset::AssetManager< Asset::MeshPath, Animation >
getRecord(const Asset::MeshPath &path) constAsset::AssetManager< Asset::MeshPath, Animation >private
getRef(const Asset::MeshPath &path) constAsset::AssetManager< Asset::MeshPath, Animation >
isDeclared(Asset::MeshPath path)Asset::AssetManager< Asset::MeshPath, Animation >
recordsAsset::AssetManager< Asset::MeshPath, Animation >private
RecordType typedefAsset::AssetManager< Asset::MeshPath, Animation >
RefType typedefAsset::AssetManager< Asset::MeshPath, Animation >
resolve(const Asset::MeshPath &path, std::unique_ptr< Animation > asset)Asset::AssetManager< Asset::MeshPath, Animation >
ResultType typedefAsset::AssetManager< Asset::MeshPath, Animation >
setAssetLoadingState(const Asset::MeshPath &path, LoadState state)Asset::AssetManager< Asset::MeshPath, Animation >
syncRecordStateFromPayload(const std::shared_ptr< RecordType > &record) constAsset::AssetManager< Asset::MeshPath, Animation >private
unloadAssetPayload(const Asset::MeshPath &path)Asset::AssetManager< Asset::MeshPath, Animation >
~AssetManager()=defaultAsset::AssetManager< Asset::MeshPath, Animation >virtual