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AssetManifest

Struct AssetManifest 

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pub struct AssetManifest {
    pub name: String,
    pub entries: Vec<ManifestEntry>,
}
Expand description

A declarative list of assets to pre-load.

Manifests allow level designers or content pipelines to specify exactly which assets are needed for a scene without writing Rust code.

§Example

use proof_engine::asset::{AssetManifest, ManifestEntry};

let mut manifest = AssetManifest::new("level1");
manifest.add(ManifestEntry::required("textures/floor.png").with_tag("level1"));
manifest.add(ManifestEntry::optional("sounds/ambient.wav").with_tag("level1"));

Fields§

§name: String

Name of this manifest (e.g. level name).

§entries: Vec<ManifestEntry>

All entries in declaration order.

Implementations§

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impl AssetManifest

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pub fn new(name: impl Into<String>) -> Self

Create an empty manifest.

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pub fn add(&mut self, entry: ManifestEntry)

Add an entry to the manifest.

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pub fn required_entries(&self) -> impl Iterator<Item = &ManifestEntry>

Iterate over only the required entries.

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pub fn entries_with_tag<'a>( &'a self, tag: &'a str, ) -> impl Iterator<Item = &'a ManifestEntry>

Iterate over entries that carry the given tag.

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pub fn len(&self) -> usize

Total number of entries.

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pub fn is_empty(&self) -> bool

true if no entries are present.

Trait Implementations§

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impl Clone for AssetManifest

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fn clone(&self) -> AssetManifest

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for AssetManifest

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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