Struct amethyst_assets::Loader
[−]
[src]
pub struct Loader { /* fields omitted */ }
The asset loader, holding the sources and a reference to the ThreadPool
.
Methods
impl Loader
[src]
fn new<P>(directory: P, pool: Arc<ThreadPool>) -> Self where
P: Into<PathBuf>,
[src]
P: Into<PathBuf>,
Creates a new asset loader, initializing the directory store with the given path.
fn add_source<I, S>(&mut self, id: I, source: S) where
I: Into<String>,
S: Source,
[src]
I: Into<String>,
S: Source,
Add a source to the Loader
, given an id and the source.
fn set_hot_reload(&mut self, value: bool)
[src]
If set to true
, this Loader
will ask formats to
generate "reload instructions" which allow reloading.
Calling set_hot_reload(true)
does not actually enable
hot reloading; this is controlled by the HotReloadStrategy
resource.
fn load<A, F, N, P>(
&self,
name: N,
format: F,
options: F::Options,
progress: P,
storage: &AssetStorage<A>
) -> Handle<A> where
A: Asset,
F: Format<A>,
N: Into<String>,
P: Progress,
[src]
&self,
name: N,
format: F,
options: F::Options,
progress: P,
storage: &AssetStorage<A>
) -> Handle<A> where
A: Asset,
F: Format<A>,
N: Into<String>,
P: Progress,
Loads an asset with a given format from the default (directory) source.
If you want to load from a custom source instead, use load_from
.
See load_from
for more information.
fn load_from<A, F, N, P, S: ?Sized>(
&self,
name: N,
format: F,
options: F::Options,
source: &S,
progress: P,
storage: &AssetStorage<A>
) -> Handle<A> where
A: Asset,
F: Format<A> + 'static,
N: Into<String>,
P: Progress,
S: AsRef<str> + Eq + Hash,
String: Borrow<S>,
[src]
&self,
name: N,
format: F,
options: F::Options,
source: &S,
progress: P,
storage: &AssetStorage<A>
) -> Handle<A> where
A: Asset,
F: Format<A> + 'static,
N: Into<String>,
P: Progress,
S: AsRef<str> + Eq + Hash,
String: Borrow<S>,
Loads an asset with a given id and format from a custom source. The actual work is done in a worker thread, thus this method immediately returns a handle.
Parameters
name
: this is just an identifier for the asset, most likely a file name e.g."meshes/a.obj"
format
: A format struct which loads bytes from asource
and producesAsset::Data
with themoptions
: Additional parameter toformat
to configure how exactly the data will be created. This could e.g. be mipmap levels for textures.source
: An identifier for a source which has previously been added usingwith_source
progress
: A tracker which will be notified of assets which have been importedstorage
: The asset storage which can be fetched from the ECSWorld
usingread_resource
.
fn load_from_data<A, P>(
&self,
data: A::Data,
progress: P,
storage: &AssetStorage<A>
) -> Handle<A> where
A: Asset,
P: Progress,
[src]
&self,
data: A::Data,
progress: P,
storage: &AssetStorage<A>
) -> Handle<A> where
A: Asset,
P: Progress,
Load an asset from data and return a handle.