AssetHandle

Struct AssetHandle 

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pub struct AssetHandle<T>(/* private fields */)
where
    T: Asset;
Expand description

A thread-safe, reference-counted handle to a loaded asset’s data.

This struct acts as a smart pointer that provides shared ownership of asset data in memory. It is the primary way that game logic and systems should interact with loaded assets.

Cloning an AssetHandle is a very cheap operation, as it only increments an atomic reference counter. It does not duplicate the underlying asset data. The asset data is automatically deallocated when the last handle pointing to it is dropped.

This handle dereferences to &T, allowing for transparent, read-only access to the asset’s contents.

§Examples

let texture = Texture {};

// The AssetAgent creates the first handle when loading is complete.
let handle1 = AssetHandle::new(texture);

// Other systems can clone the handle to share access.
let handle2 = handle1.clone();

// Accessing the data is done via dereferencing (like with `Arc` or `Box`).
// let width = handle1.width; // Assuming Texture has a `width` field.

Implementations§

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impl<T> AssetHandle<T>
where T: Asset,

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pub fn new(asset: T) -> AssetHandle<T>

Creates a new AssetHandle that takes ownership of the asset data.

This is typically called by an asset loading system (like an AssetAgent) once an asset has been successfully loaded into memory.

Trait Implementations§

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impl<T> Clone for AssetHandle<T>
where T: Asset,

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fn clone(&self) -> AssetHandle<T>

Clones the handle, incrementing the reference count to the underlying asset.

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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<T> Debug for AssetHandle<T>
where T: Debug + Asset,

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<T> Deref for AssetHandle<T>
where T: Asset,

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fn deref(&self) -> &<AssetHandle<T> as Deref>::Target

Provides transparent, immutable access to the underlying asset data.

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type Target = T

The resulting type after dereferencing.

Auto Trait Implementations§

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impl<T> Freeze for AssetHandle<T>

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impl<T> RefUnwindSafe for AssetHandle<T>
where T: RefUnwindSafe,

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impl<T> Send for AssetHandle<T>

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impl<T> Sync for AssetHandle<T>

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impl<T> Unpin for AssetHandle<T>

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impl<T> UnwindSafe for AssetHandle<T>
where T: RefUnwindSafe,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> AsAny for T
where T: Any,

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Returns a reference to the inner value as &dyn Any.
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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fn downcast(&self) -> &T

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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Converts Arc<Trait> (where Trait: DowncastSync) to Arc<Any>, which can then be downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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