Module prelude

Source
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The asset prelude.

This includes the most common types in this crate, re-exported for your convenience.

Structs§

AssetPlugin
Provides “asset” loading and processing functionality. An Asset is a “runtime value” that is loaded from an AssetSource, which can be something like a filesystem, a network, etc.
AssetServer
Loads and tracks the state of Asset values from a configured AssetReader. This can be used to kick off new asset loads and retrieve their current load states.
Assets
Stores Asset values identified by their AssetId.

Enums§

AssetEvent
Events that occur for a specific loaded Asset, such as “value changed” events and “dependency” events.
AssetId
A unique runtime-only identifier for an Asset. This is cheap to Copy/Clone and is not directly tied to the lifetime of the Asset. This means it can point to an Asset that no longer exists.
AssetMode
Controls whether or not assets are pre-processed before being loaded.
Handle
A strong or weak handle to a specific Asset. If a Handle is Handle::Strong, the Asset will be kept alive until the Handle is dropped. If a Handle is Handle::Weak, it does not necessarily reference a live Asset, nor will it keep assets alive.
UntypedHandle
An untyped variant of Handle, which internally stores the Asset type information at runtime as a TypeId instead of encoding it in the compile-time type. This allows handles across Asset types to be stored together and compared.

Traits§

Asset
Declares that this type is an asset, which can be loaded and managed by the AssetServer and stored in Assets collections.
AssetApp
Adds asset-related builder methods to App.
DirectAssetAccessExt

Derive Macros§

Asset