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* Only the first scene and global objects resources (images, sounds, 3D models etc...) will be downloaded during launch of the game. This usually allows for a very fast loading time. * Other scenes resources will continue to load in the background. It has no impact on the game performance as this is done on other threads by the browser or the engine running the game. * Scenes are loaded in the order they are listed in the project manager. * You can also use actions and expressions to prioritize a scene (if it's known that a level will be needed soon for example) or read the current loading progress. This allows to create lightweight scenes that can act as custom loading screens. Otherwise, the launch loading screen will be shown if a scene is still loading when launched. * Read more about this on https://wiki.gdevelop.io/gdevelop5/all-features/resources-loading/.
59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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#pragma once
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namespace gd {
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class Platform;
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class Project;
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class ArbitraryResourceWorker;
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class Effect;
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class Layout;
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} // namespace gd
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namespace gd {
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/**
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* \brief
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*/
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class GD_CORE_API ResourceExposer {
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public:
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/**
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* \brief Called ( e.g. during compilation ) so as to inventory internal
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* resources, sometimes update their filename or any other work or resources.
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*
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* See WholeProjectRefactorer for the same thing for events.
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*
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* \see WholeProjectRefactorer
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* \see ArbitraryResourceWorker
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*/
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static void ExposeWholeProjectResources(gd::Project &project,
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gd::ArbitraryResourceWorker &worker);
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/**
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* @brief Expose only the resources used globally on a project.
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*
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* It doesn't include resources used in layouts.
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*/
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static void ExposeProjectResources(gd::Project &project,
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gd::ArbitraryResourceWorker &worker);
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/**
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* @brief Expose the resources used in a given layout.
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*
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* It doesn't include resources used globally.
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*/
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static void ExposeLayoutResources(gd::Project &project, gd::Layout &layout,
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gd::ArbitraryResourceWorker &worker);
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/**
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* @brief Expose the resources used in a given effect.
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*/
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static void ExposeEffectResources(gd::Platform &platform, gd::Effect &effect,
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gd::ArbitraryResourceWorker &worker);
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};
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} // namespace gd
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