Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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AssetData.h File Reference

Classes

struct  DekiEditor::AssetData
 Asset data stored in .data sidecar files. More...

Namespaces

namespace  DekiEditor

Functions

bool DekiEditor::LoadAssetData (const std::string &path, AssetData &out)
 Load asset data from a .data file.
bool DekiEditor::SaveAssetData (const std::string &path, const AssetData &data)
 Save asset data to a .data file.
std::string DekiEditor::GetAssetDataPath (const std::string &assetPath)
 Get the .data file path for an asset.
std::string DekiEditor::ReadAssetGuid (const std::string &assetPath)
 Read asset GUID from .data sidecar file.
std::string DekiEditor::GetOrCreateAssetGuid (const std::string &assetPath)
 Get or create asset GUID (creates .data file if needed).
std::string DekiEditor::GenerateDeterministicGuid (const std::string &seed)
 Generate a deterministic GUID from a seed string (for derived assets like font sizes).
std::string DekiEditor::GenerateGuid ()
 Generate a random GUID.