Static asset import and GUID lookup for editor tools, like Unity's AssetDatabase.
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#include <C:/Users/kirby/Documents/Github/deki/deki-editor/deki-editor/include/deki-editor/AssetDatabase.h>
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| static void | Initialize (AssetPipeline *pipeline) |
| | Called by the editor at startup.
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| static void | Shutdown () |
| | Called by the editor at exit.
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| static void | ImportAsset (const std::string &path) |
| | Imports or reimports one asset, rebuilding its cache.
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| static void | Refresh () |
| | Scans for modified files and reimports them.
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| static std::string | AssetPathToGUID (const std::string &path) |
| | The GUID of the asset at a project-relative path, or "" if not found.
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| static std::string | GUIDToAssetPath (const std::string &guid) |
| | The project-relative path of an asset, or "" if not found.
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| static std::string | GUIDToAbsolutePath (const std::string &guid) |
| | The absolute path of an asset, or "" if not found.
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| static const SubAssetInfo * | GetSubAsset (const std::string &guid) |
| | The sub-asset with this GUID, or nullptr.
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| static const std::vector< SubAssetInfo > * | GetSubAssets (const std::string &parentGuid) |
| | The sub-assets of a parent asset, or nullptr when it has none.
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| static void | GetSpritesheetAssets (std::vector< std::pair< std::string, std::string > > &outAssets) |
| | Fills outAssets with every texture that has sub-assets (spritesheets).
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Static asset import and GUID lookup for editor tools, like Unity's AssetDatabase.
Tools call it without knowing about AssetPipeline.
Usage: DekiEditor::AssetDatabase::ImportAsset("assets/sprites/player.png"); std::string guid = DekiEditor::AssetDatabase::AssetPathToGUID("assets/sprites/player.png");
◆ Initialize()
| void DekiEditor::AssetDatabase::Initialize |
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AssetPipeline * | pipeline | ) |
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Called by the editor at startup.
◆ Shutdown()
| void DekiEditor::AssetDatabase::Shutdown |
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| ) |
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Called by the editor at exit.
◆ ImportAsset()
| void DekiEditor::AssetDatabase::ImportAsset |
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const std::string & | path | ) |
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Imports or reimports one asset, rebuilding its cache.
path is project-relative, e.g. "assets/sprites/player.png".
◆ Refresh()
| void DekiEditor::AssetDatabase::Refresh |
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| ) |
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Scans for modified files and reimports them.
◆ AssetPathToGUID()
| std::string DekiEditor::AssetDatabase::AssetPathToGUID |
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const std::string & | path | ) |
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The GUID of the asset at a project-relative path, or "" if not found.
◆ GUIDToAssetPath()
| std::string DekiEditor::AssetDatabase::GUIDToAssetPath |
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const std::string & | guid | ) |
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The project-relative path of an asset, or "" if not found.
◆ GUIDToAbsolutePath()
| std::string DekiEditor::AssetDatabase::GUIDToAbsolutePath |
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const std::string & | guid | ) |
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The absolute path of an asset, or "" if not found.
◆ GetSubAsset()
| const SubAssetInfo * DekiEditor::AssetDatabase::GetSubAsset |
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const std::string & | guid | ) |
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The sub-asset with this GUID, or nullptr.
◆ GetSubAssets()
| const std::vector< SubAssetInfo > * DekiEditor::AssetDatabase::GetSubAssets |
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const std::string & | parentGuid | ) |
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The sub-assets of a parent asset, or nullptr when it has none.
◆ GetSpritesheetAssets()
| void DekiEditor::AssetDatabase::GetSpritesheetAssets |
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std::vector< std::pair< std::string, std::string > > & | outAssets | ) |
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Fills outAssets with every texture that has sub-assets (spritesheets).
The documentation for this class was generated from the following file: