DEKI/ENGINE docs
Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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DekiEditor::AssetCacheContext Struct Reference

Everything a cache handler needs to write the cache files for one asset. More...

#include <C:/Users/kirby/Documents/Github/deki/deki-editor/deki-editor/include/deki-editor/AssetPipeline.h>

Public Attributes

std::string relativePath
std::string absolutePath
std::string guid
std::string cachePath
std::string projectPath
std::string extension
bool hasCachedVersion
bool cacheIsFresh
AssetPipeline * pipeline

Detailed Description

Everything a cache handler needs to write the cache files for one asset.

Member Data Documentation

◆ relativePath

std::string DekiEditor::AssetCacheContext::relativePath

◆ absolutePath

std::string DekiEditor::AssetCacheContext::absolutePath

◆ guid

std::string DekiEditor::AssetCacheContext::guid

◆ cachePath

std::string DekiEditor::AssetCacheContext::cachePath

◆ projectPath

std::string DekiEditor::AssetCacheContext::projectPath

◆ extension

std::string DekiEditor::AssetCacheContext::extension

◆ hasCachedVersion

bool DekiEditor::AssetCacheContext::hasCachedVersion

◆ cacheIsFresh

bool DekiEditor::AssetCacheContext::cacheIsFresh

◆ pipeline

AssetPipeline* DekiEditor::AssetCacheContext::pipeline

The documentation for this struct was generated from the following file: