VoxelEngine/src/assets/assetload_funcs.h

73 lines
1.6 KiB
C++

#ifndef ASSETS_ASSET_LOADERS_H_
#define ASSETS_ASSET_LOADERS_H_
#include <string>
#include <memory>
class ResPaths;
class Assets;
class AssetsLoader;
class Atlas;
struct AssetCfg;
namespace assetload {
bool texture(
AssetsLoader&,
Assets*,
const ResPaths* paths,
const std::string filename,
const std::string name,
std::shared_ptr<AssetCfg> settings
);
bool shader(
AssetsLoader&,
Assets*,
const ResPaths* paths,
const std::string filename,
const std::string name,
std::shared_ptr<AssetCfg> settings
);
bool atlas(
AssetsLoader&,
Assets*,
const ResPaths* paths,
const std::string directory,
const std::string name,
std::shared_ptr<AssetCfg> settings
);
bool font(
AssetsLoader&,
Assets*,
const ResPaths* paths,
const std::string filename,
const std::string name,
std::shared_ptr<AssetCfg> settings
);
bool layout(
AssetsLoader&,
Assets*,
const ResPaths* paths,
const std::string file,
const std::string name,
std::shared_ptr<AssetCfg> settings
);
bool sound(
AssetsLoader&,
Assets*,
const ResPaths* paths,
const std::string file,
const std::string name,
std::shared_ptr<AssetCfg> settings
);
bool animation(
Assets*,
const ResPaths* paths,
const std::string directory,
const std::string name,
Atlas* dstAtlas
);
}
#endif // ASSETS_ASSET_LOADERS_H_