pub struct LoadedAsset<A>where
A: Asset,{ /* private fields */ }Expand description
The successful result of an AssetLoader::load call. This contains the loaded “root” asset and any other “labeled” assets produced
by the loader. It also holds the input AssetMeta (if it exists) and tracks dependencies:
- normal dependencies: dependencies that must be loaded as part of this asset load (ex: assets a given asset has handles to).
- Loader dependencies: dependencies whose actual asset values are used during the load process
Implementations§
Source§impl<A> LoadedAsset<A>where
A: Asset,
impl<A> LoadedAsset<A>where
A: Asset,
Sourcepub fn new_with_dependencies(value: A) -> LoadedAsset<A>
pub fn new_with_dependencies(value: A) -> LoadedAsset<A>
Create a new loaded asset. This will use VisitAssetDependencies to populate dependencies.
Sourcepub fn get_labeled(
&self,
label: impl Into<CowArc<'static, str>>,
) -> Option<&ErasedLoadedAsset>
pub fn get_labeled( &self, label: impl Into<CowArc<'static, str>>, ) -> Option<&ErasedLoadedAsset>
Returns the ErasedLoadedAsset for the given label, if it exists.
Sourcepub fn iter_labels(&self) -> impl Iterator<Item = &str>
pub fn iter_labels(&self) -> impl Iterator<Item = &str>
Iterate over all labels for “labeled assets” in the loaded asset
Trait Implementations§
Source§impl<A> From<A> for LoadedAsset<A>where
A: Asset,
impl<A> From<A> for LoadedAsset<A>where
A: Asset,
Source§fn from(asset: A) -> LoadedAsset<A>
fn from(asset: A) -> LoadedAsset<A>
Converts to this type from the input type.
Source§impl<A> From<LoadedAsset<A>> for ErasedLoadedAssetwhere
A: Asset,
impl<A> From<LoadedAsset<A>> for ErasedLoadedAssetwhere
A: Asset,
Source§fn from(asset: LoadedAsset<A>) -> ErasedLoadedAsset
fn from(asset: LoadedAsset<A>) -> ErasedLoadedAsset
Converts to this type from the input type.
Auto Trait Implementations§
impl<A> Freeze for LoadedAsset<A>where
A: Freeze,
impl<A> !RefUnwindSafe for LoadedAsset<A>
impl<A> Send for LoadedAsset<A>
impl<A> Sync for LoadedAsset<A>
impl<A> Unpin for LoadedAsset<A>where
A: Unpin,
impl<A> !UnwindSafe for LoadedAsset<A>
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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