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

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

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