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author hop311 <hop3114@gmail.com>2023-12-28 21:19:12 +0100
committer hop311 <hop3114@gmail.com>2023-12-28 21:22:27 +0100
commitd04d0247479b229407048a37cd0ad60933aa3bf1 (patch)
treecb3671592c2d1e7697371510f455de7e99f75a12 /extension/src/openvic-extension/singletons/AssetManager.hpp
parentc21e9b7a529aebcf0148a6671377c3e8478fafdf (diff)
Use `ERR_FAIL_*` macros where possible
Diffstat (limited to 'extension/src/openvic-extension/singletons/AssetManager.hpp')
-rw-r--r--extension/src/openvic-extension/singletons/AssetManager.hpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/extension/src/openvic-extension/singletons/AssetManager.hpp b/extension/src/openvic-extension/singletons/AssetManager.hpp
index e6a7664..40577ad 100644
--- a/extension/src/openvic-extension/singletons/AssetManager.hpp
+++ b/extension/src/openvic-extension/singletons/AssetManager.hpp
@@ -23,8 +23,8 @@ namespace OpenVic {
image_asset_map_t image_assets;
font_map_t fonts;
- static godot::Ref<godot::Image> _load_image(godot::StringName path);
- image_asset_map_t::iterator _get_image_asset(godot::StringName path);
+ static godot::Ref<godot::Image> _load_image(godot::StringName const& path);
+ image_asset_map_t::iterator _get_image_asset(godot::StringName const& path);
protected:
static void _bind_methods();
@@ -37,15 +37,15 @@ namespace OpenVic {
/* Search for and load an image at the specified path relative to the game defines, first checking the AssetManager's
* image cache (if cache is true) in case it has already been loaded, and returning nullptr if image loading fails. */
- godot::Ref<godot::Image> get_image(godot::StringName path, bool cache = true);
+ godot::Ref<godot::Image> get_image(godot::StringName const& path, bool cache = true);
/* Create a texture from an image found at the specified path relative to the game defines, fist checking
* AssetManager's texture cache in case it has already been loaded, and returning nullptr if image loading
* or texture creation fails. */
- godot::Ref<godot::ImageTexture> get_texture(godot::StringName path);
+ godot::Ref<godot::ImageTexture> get_texture(godot::StringName const& path);
/* Search for and load a font with the specified name from the game defines' font directory, first checking the
* AssetManager's font cache in case it has already been loaded, and returning nullptr if font loading fails. */
- godot::Ref<godot::Font> get_font(godot::StringName name);
+ godot::Ref<godot::Font> get_font(godot::StringName const& name);
};
}