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Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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Unified asset manager for loading assets by GUID or path. More...
Classes | |
| class | Deki::AssetManager |
Namespaces | |
| namespace | Deki |
Macros | |
| #define | DEKI_ASSET_MANAGER_API |
| #define | REGISTER_ASSET_TYPE(TypeName, LoadFunc) |
| #define | REGISTER_ASSET_TYPE_WITH_MEMLOAD(TypeName, LoadFunc, MemLoadFunc) |
Typedefs | |
| using | AssetLoadFn = void* (*)(const char* path) |
| using | AssetMemLoadFn = void* (*)(const uint8_t* data, size_t size) |
| using | AssetUnloadFn = void (*)(void* asset) |
Unified asset manager for loading assets by GUID or path.
Single AssetManager that works on all platforms:
The GUID table is loaded at startup from a file generated by the build system.
| #define DEKI_ASSET_MANAGER_API |
| #define REGISTER_ASSET_TYPE | ( | TypeName, | |
| LoadFunc ) |
| #define REGISTER_ASSET_TYPE_WITH_MEMLOAD | ( | TypeName, | |
| LoadFunc, | |||
| MemLoadFunc ) |
| using AssetLoadFn = void* (*)(const char* path) |
| using AssetMemLoadFn = void* (*)(const uint8_t* data, size_t size) |
| using AssetUnloadFn = void (*)(void* asset) |