DEKI/ENGINE docs
Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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AssetPipeline.h File Reference

Classes

struct  DekiEditor::AssetCacheContext
 Everything a cache handler needs to write the cache files for one asset. More...
struct  DekiEditor::AssetExportTarget
 The target an asset is stored for: a platform and its screen's format. More...
struct  DekiEditor::AssetExportContext
 What an asset export encoder is given. More...
struct  DekiEditor::AssetInfo
 A discovered asset. More...
class  DekiEditor::AssetPipeline
 The asset import pipeline, like Unity's: finds assets, gives them GUIDs and compiles them into the cache. More...

Namespaces

namespace  DekiEditor

Typedefs

using DekiEditor::AssetCacheHandler = std::function<AssetCacheResult(const AssetCacheContext& ctx)>
 Called by ProcessAsset for the extensions it is registered for.
using DekiEditor::AssetExportEncoder = std::function<bool(const AssetExportContext& ctx)>
 Writes an asset the way a given target stores it.

Enumerations

enum class  DekiEditor::AssetCacheResult { DekiEditor::NotCached , DekiEditor::Cached , DekiEditor::PreCached }
 What a cache handler did. More...

Variables

constexpr int DekiEditor::kDekiCacheVersion = 5
constexpr int DekiEditor::kSceneCompileVersion = 2