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Flint Engine
Modular C++20 2D game engine powered by SDL3
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Disk-backed implementation of IAssetLoader. More...
#include <flint/resource/filesystem.h>
Inheritance diagram for Flint::FileSystem:
Collaboration diagram for Flint::FileSystem:Public Member Functions | |
| FileSystem (std::filesystem::path root) | |
Construct a FileSystem rooted at root. | |
| std::vector< char > | getAsset (const std::string &path) override |
Read the entire file at path and return its bytes. | |
| uint64_t | getAssetRevision (const std::string &path) const override |
| Return the file's last-write-time tick count as a revision. | |
| bool | hasAsset (const std::string &path) const override |
Check whether a regular file exists at path. | |
| bool | isDoneLoading () const override |
Always true; FileSystem is synchronous with no background loading phase. | |
Public Member Functions inherited from Flint::IAssetLoader | |
Disk-backed implementation of IAssetLoader.
Loads assets from a directory tree rooted at the path given to the constructor. All asset paths are relative to that root; paths with a root name or root directory are rejected, as are paths whose canonical form resolves outside the root (including via symlinks).
Revision tracking uses file modification time, so changes are detected without re-reading contents. See getAssetRevision().
No internal synchronisation; concurrent calls require external locking.
Definition at line 31 of file filesystem.h.