mitiru::asset
Namespace catalog extracted from docs/API_CATALOG.md (41 types, 227 items).
Namespace catalog extracted from docs/API_CATALOG.md (41 types, 227 items).
| Name | Kind | Items |
|---|---|---|
AssetCategory | enum | 5 |
AssetReloadEvent | struct | 2 |
AssetHotReloader | class | 20 |
AssetManifest | struct | 3 |
AssetPipeline | class | 1 |
AssetType | enum | 9 |
AssetMetadata | struct | 2 |
AssetRegistry | class | 10 |
FbxScene | struct | 3 |
FbxLoader | class | 3 |
FileEventType | enum | 4 |
FileEvent | struct | 1 |
FileWatcher | class | 13 |
GameAssetCharacters | class | 3 |
GameAssetEffects | class | 2 |
GameAssetEnvironment | class | 7 |
GameAssetTemplates | class | 14 |
GameAssetUI | class | 2 |
GameAssetUtil | class | 2 |
ReloadLogEntry | struct | 2 |
HotReloader | class | 14 |
CacheMesh | struct | 2 |
MeshCache | class | 7 |
OptimizedMesh | struct | 2 |
MeshLOD | struct | 1 |
MeshOptimizer | class | 5 |
ShaderHandle | struct | 3 |
ShaderCompileResult | struct | 2 |
ShaderCache | class | 12 |
SvgBuilder | class | 13 |
SvgShape | enum | 7 |
SvgStyle | struct | 1 |
SvgElement | struct | 6 |
SvgDocument | struct | 2 |
SvgGenerator | class | 1 |
CompressionFormat | enum | 6 |
CompressedTexture | struct | 5 |
MitexHeader | struct | 5 |
TextureCompressor | class | 5 |
UiThemeConfig | struct | 10 |
UiThemeGenerator | class | 10 |
enum AssetCategory : std::uint8_t 5
ShaderUiTemplateScenarioCustomusing AssetChangedCallback = std::function<void(const std::string& path, const std::string& newContent)>;struct AssetReloadEvent 2
std::string pathstd::string messageclass AssetHotReloader 20
AssetHotReloader() = defaultAssetHotReloader(const AssetHotReloader&) = deleteAssetHotReloader& operator=(const AssetHotReloader&) = deletevoid watchShader(const std::string& filepath, AssetChangedCallback onChanged)void watchUiTemplate(const std::string& filepath, AssetChangedCallback onChanged)void watchScenario(const std::string& filepath, AssetChangedCallback onChanged)void watchCustom(const std::string& filepath, AssetChangedCallback onChanged)void watchDirectory(const std::string& directory, AssetCategory category, AssetChangedCallback onChanged)void unwatch(const std::string& filepath)void unwatchAll()void update()bool forceReload(const std::string& filepath)[[nodiscard]] std::size_t assetCount() const noexcept[[nodiscard]] std::size_t assetCount(AssetCategory category) const noexcept[[nodiscard]] std::vector<AssetReloadEvent> reloadLog() constvoid clearLog()[[nodiscard]] uint64_t successCount() const noexcept[[nodiscard]] uint64_t failureCount() const noexcept[[nodiscard]] FileWatcher& watcher() noexcept[[nodiscard]] const FileWatcher& watcher() const noexceptstruct AssetManifest 3
std::string namestd::string templateTypestd::map<std::string, std::string> paramsclass AssetPipeline 1
[[nodiscard]] std::vector<AssetManifest> loadManifest(const std::string& json) constenum AssetType 9
TextureMeshShaderSoundScriptSceneMaterial[[nodiscard]] inline std::string assetTypeToString(AssetType type)[[nodiscard]] inline std::optional<AssetType> stringToAssetType(const std::string& str)struct AssetMetadata 2
std::string idstd::string pathclass AssetRegistry 10
bool registerAsset(AssetMetadata metadata)[[nodiscard]] const AssetMetadata* getMetadata(const std::string& id) const noexcept[[nodiscard]] AssetMetadata* getMetadata(const std::string& id) noexcept[[nodiscard]] std::vector<const AssetMetadata*> findByType(AssetType type) const[[nodiscard]] const AssetMetadata* findByPath(const std::string& path) const noexceptsize_t loadManifest(const std::string& manifestContent)[[nodiscard]] std::string saveManifest() const[[nodiscard]] size_t count() const noexceptbool unregister(const std::string& id)void clear()struct FbxScene 3
std::vector<FbxMesh> meshesstd::vector<FbxMaterial> materialsstd::vector<FbxBone> bonesclass FbxLoader 3
[[nodiscard]] static constexpr bool isAvailable()[[nodiscard]] static std::optional<FbxScene> load( [[maybe_unused]] const std::string& filepath)[[nodiscard]] static render::Mesh toEngineMesh(const FbxScene::FbxMesh& fbxMesh)enum FileEventType 4
CreatedModifiedDeletedusing FileWatchCallback = std::function<void(const FileEvent&)>;struct FileEvent 1
std::string pathclass FileWatcher 13
FileWatcher()~FileWatcher()FileWatcher(const FileWatcher&) = deleteFileWatcher& operator=(const FileWatcher&) = deleteFileWatcher(FileWatcher&& other) noexceptFileWatcher& operator=(FileWatcher&& other) noexceptvoid watch(const std::string& path, FileWatchCallback callback)void unwatch(const std::string& path)std::vector<FileEvent> poll()[[nodiscard]] std::size_t watchCount() const noexcept[[nodiscard]] std::vector<std::string> watchedPaths() constvoid unwatchAll()[[nodiscard]] std::size_t trackedFileCount() const noexceptclass GameAssetCharacters 3
[[nodiscard]] static SvgDocument player(float radius = 20.0f, const std::string& neonColor = "#00ffff")[[nodiscard]] static SvgDocument npc(float size = 40.0f, const std::string& bodyColor = "#8888ff")[[nodiscard]] static SvgDocument enemy(float size = 32.0f, const std::string& color = "#ff4444")class GameAssetEffects 2
[[nodiscard]] static SvgDocument spikeHazard(float w = 100.0f, float h = 20.0f, int count = 5)[[nodiscard]] static SvgDocument laserBarrier(float length = 150.0f, const std::string& color = "#ff00ff")class GameAssetEnvironment 7
[[nodiscard]] static SvgDocument platform(float w = 120.0f, float h = 20.0f, const std::string& color = "#00ff88")[[nodiscard]] static SvgDocument movingPlatform(float w = 120.0f, float h = 20.0f, const std::string& color = "#00ff88", const std::string& arrowDir = "right")[[nodiscard]] static SvgDocument crumblingPlatform(float w = 120.0f, float h = 20.0f, const std::string& color = "#ff8800")[[nodiscard]] static SvgDocument springPlatform(float w = 80.0f, float h = 20.0f)[[nodiscard]] static SvgDocument checkpoint(float size = 40.0f)[[nodiscard]] static SvgDocument gate(float w = 20.0f, float h = 80.0f, bool locked = true)[[nodiscard]] static SvgDocument goal(float size = 48.0f)class GameAssetTemplates : public GameAssetCharacters 14
using GameAssetCharacters::playerusing GameAssetCharacters::npcusing GameAssetCharacters::enemyusing GameAssetEnvironment::platformusing GameAssetEnvironment::movingPlatformusing GameAssetEnvironment::crumblingPlatformusing GameAssetEnvironment::springPlatformusing GameAssetEnvironment::checkpointusing GameAssetEnvironment::gateusing GameAssetEnvironment::goalusing GameAssetUI::collectibleusing GameAssetUI::formulaButtonusing GameAssetEffects::spikeHazardusing GameAssetEffects::laserBarrierclass GameAssetUI 2
[[nodiscard]] static SvgDocument collectible(float size = 24.0f, const std::string& color = "#00ffff")[[nodiscard]] static SvgDocument formulaButton(const std::string& label = "f(x)", float size = 48.0f, const std::string& color = "#00ffff")class GameAssetUtil 2
[[nodiscard]] static std::string darkenColor(const std::string& hexColor)using ReloadCallback = std::function<void(const ShaderHandle&)>;struct ReloadLogEntry 2
std::string pathstd::string messageclass HotReloader 14
explicit HotReloader(ShaderCache& cache)void registerShader(const std::string& filepath, gfx::ShaderType type, ReloadCallback callback = nullptr)void unregisterShader(const std::string& filepath)void update()[[nodiscard]] std::size_t shaderCount() const noexcept[[nodiscard]] std::vector<ReloadLogEntry> reloadLog() constvoid clearLog()[[nodiscard]] uint64_t successCount() const noexcept[[nodiscard]] uint64_t failureCount() const noexcept[[nodiscard]] std::optional<ShaderHandle> currentHandle(const std::string& filepath) constShaderCompileResult forceReload(const std::string& filepath)[[nodiscard]] FileWatcher& watcher() noexcept[[nodiscard]] const FileWatcher& watcher() const noexcept[[nodiscard]] inline std::optional<CacheMesh> parseSimpleObj(const std::string& objData)struct CacheMesh 2
std::vector<CacheVertex> verticesstd::vector<uint32_t> indicesclass MeshCache 7
bool load(const std::string& id, const std::string& objData)bool loadGltf(const std::string& id, const void* data, std::size_t size)[[nodiscard]] const CacheMesh* get(const std::string& id) const noexcept[[nodiscard]] bool has(const std::string& id) const noexceptbool unload(const std::string& id)void clear()[[nodiscard]] MeshCacheStats stats() const noexceptstruct OptimizedMesh 2
std::vector<render::Vertex3D> verticesstd::vector<uint32_t> indicesstruct MeshLOD 1
std::vector<OptimizedMesh> levelsclass MeshOptimizer 5
[[nodiscard]] static OptimizedMesh optimizeVertexCache( const std::vector<render::Vertex3D>& verts, const std::vector<uint32_t>& indices)[[nodiscard]] static OptimizedMesh cleanMesh( const std::vector<render::Vertex3D>& verts, const std::vector<uint32_t>& indices)[[nodiscard]] static MeshLOD generateLODs( const std::vector<render::Vertex3D>& verts, const std::vector<uint32_t>& indices, const std::vector<float>& targetRatios)[[nodiscard]] static OptimizedMesh simplify( const std::vector<render::Vertex3D>& verts, const std::vector<uint32_t>& indices, int targetTriangles)`using ShaderCompilerFn = std::function<ShaderCompileResult( std::string_view source, gfx::ShaderType type)>;`struct ShaderHandle 3
[[nodiscard]] constexpr bool valid() const noexcept[[nodiscard]] constexpr bool operator==(const ShaderHandle& other) const noexcept[[nodiscard]] constexpr bool operator!=(const ShaderHandle& other) const noexceptstruct ShaderCompileResult 2
std::string errorMessagestd::vector<uint8_t> bytecodeclass ShaderCache 12
ShaderCache()explicit ShaderCache(ShaderCompilerFn compiler)ShaderCompileResult getOrCompile(std::string_view source, gfx::ShaderType type)bool invalidate(uint64_t sourceHash)bool invalidateBySource(std::string_view source)void clear()[[nodiscard]] std::size_t size() const noexcept[[nodiscard]] uint64_t cacheHits() const noexcept[[nodiscard]] uint64_t cacheMisses() const noexcept[[nodiscard]] bool contains(uint64_t sourceHash) const[[nodiscard]] static uint64_t computeHash(std::string_view source) noexceptvoid setCompiler(ShaderCompilerFn compiler)class SvgBuilder 13
SvgBuilder(int width, int height)SvgBuilder& rect(float x, float y, float w, float h, const std::string& fill, float rx = 0)SvgBuilder& rectWithStroke(float x, float y, float w, float h, const std::string& fill, const std::string& stroke, float strokeWidth = 1, float rx = 0)SvgBuilder& circle(float cx, float cy, float r, const std::string& fill)SvgBuilder& line(float x1, float y1, float x2, float y2, const std::string& stroke, float strokeWidth = 1)SvgBuilder& text(float x, float y, const std::string& content, float fontSize, const std::string& fill = "white")SvgBuilder& path(const std::string& d, const std::string& fill, const std::string& stroke = "none")SvgBuilder& beginGroup(const std::string& transform = "")SvgBuilder& endGroup()SvgBuilder& applyFilter(const std::string& filterId)SvgBuilder& linearGradient(const std::string& id, const std::string& color1, const std::string& color2, bool vertical = false)SvgBuilder& shadow(const std::string& filterId, float dx = 2, float dy = 2, float blur = 4)[[nodiscard]] std::string build() constenum SvgShape 7
CircleRectTrianglePolygonPathTextGroupstruct SvgStyle 1
std::string glowColorstruct SvgElement 6
std::string pathDataSvgStyle stylestd::vector<SvgElement> childrenstd::string textstd::string transformstd::vector<std::pair<float, float>> pointsstruct SvgDocument 2
std::vector<SvgElement> elementsstd::string titleclass SvgGenerator 1
[[nodiscard]] static std::optional<SvgDocument> fromJson(const std::string& json)enum CompressionFormat 6
BC1_RGBBC3_RGBABC4_RBC5_RGBC7_RGBANonestruct CompressedTexture 5
int width = 0int height = 0CompressionFormat format = CompressionFormat::Noneint mipLevels = 1std::vector<std::vector<uint8_t>> mipDatastruct MitexHeader 5
uint32_t version = 1int32_t width = 0int32_t height = 0uint32_t format = 0uint32_t mipLevels = 0class TextureCompressor 5
[[nodiscard]] static CompressedTexture compress( const uint8_t* pixels, int w, int h, CompressionFormat fmt)[[nodiscard]] static CompressedTexture compressWithMips( const uint8_t* pixels, int w, int h, CompressionFormat fmt, int maxMips = 0)static bool save(const CompressedTexture& tex, const std::string& path)[[nodiscard]] static std::optional<CompressedTexture> load(const std::string& path)[[nodiscard]] static CompressionFormat recommendFormat( bool hasAlpha, bool isNormalMap)struct UiThemeConfig 10
enum `Style` { Flat, Rounded, Pixel, Neumorphic }std::string primaryColor = "#4A90D9"std::string secondaryColor = "#2C3E50"std::string accentColor = "#E74C3C"std::string textColor = "#FFFFFF"std::string backgroundColor = "#1A1A2E"float cornerRadius = 8.0ffloat borderWidth = 2.0ffloat padding = 8.0fStyle style = Style::Roundedclass UiThemeGenerator 10
[[nodiscard]] static UiThemeConfig fromJson(const std::string& json)[[nodiscard]] static std::string toJson(const UiThemeConfig& config)[[nodiscard]] static std::string generateButton(const UiThemeConfig& config, float w, float h, const std::string& label)[[nodiscard]] static std::string generateSlider(const UiThemeConfig& config, float w, float h, float value)[[nodiscard]] static std::string generateCheckbox(const UiThemeConfig& config, float size, bool checked)[[nodiscard]] static std::string generatePanel(const UiThemeConfig& config, float w, float h)[[nodiscard]] static std::string generateProgressBar(const UiThemeConfig& config, float w, float h, float progress)[[nodiscard]] static std::string generateToggle(const UiThemeConfig& config, float w, float h, bool on)[[nodiscard]] static std::string generateTextInput(const UiThemeConfig& config, float w, float h, const std::string& placeholder)[[nodiscard]] static std::string generateAtlas(const UiThemeConfig& config, int atlasSize = 1024)Sourced from docs/API_CATALOG.md, auto-generated by tools/generate_api_catalog.py.