VoxelEngine/src/assets/assetload_funcs.hpp
2024-08-10 01:57:59 +03:00

66 lines
1.6 KiB
C++

#pragma once
#include <memory>
#include <string>
#include "Assets.hpp"
class ResPaths;
class Assets;
class AssetsLoader;
class Atlas;
struct AssetCfg;
/// @brief see AssetsLoader.h: aloader_func
namespace assetload {
postfunc texture(
AssetsLoader*,
const ResPaths* paths,
const std::string& filename,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
postfunc shader(
AssetsLoader*,
const ResPaths* paths,
const std::string& filename,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
postfunc atlas(
AssetsLoader*,
const ResPaths* paths,
const std::string& directory,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
postfunc font(
AssetsLoader*,
const ResPaths* paths,
const std::string& filename,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
postfunc layout(
AssetsLoader*,
const ResPaths* paths,
const std::string& file,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
postfunc sound(
AssetsLoader*,
const ResPaths* paths,
const std::string& file,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
postfunc model(
AssetsLoader*,
const ResPaths* paths,
const std::string& file,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
}