- 重组文档目录结构: 每个模块的概述页移动到模块子目录 - 重命名 index.md 为 main.md - 修正所有模块文档中的错误: - math: FromEuler→FromEulerAngles, TransformDirection 包含缩放, Box 是 OBB, Color::ToRGBA 格式 - containers: 新增 operator==/!= 文档, 补充 std::hash DJB 算法细节 - core: 修复 types 链接错误 - debug: LogLevelToString 返回大写, timestamp 是秒, Profiler 空实现标注, Windows API vs ANSI - memory: 修复头文件路径, malloc vs operator new, 新增方法文档 - resources: 修复 Shader/Texture 链接错误 - threading: TaskSystem::Wait 空实现标注, ReadWriteLock 重入描述, LambdaTask 链接 - 验证: fix_links.py 确认 0 个断裂引用
45 lines
1.2 KiB
Markdown
45 lines
1.2 KiB
Markdown
# ResourceManager::LoadAsync
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```cpp
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void LoadAsync(const Containers::String& path, ResourceType type,
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std::function<void(LoadResult)> callback)
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void LoadAsync(const Containers::String& path, ResourceType type,
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ImportSettings* settings, std::function<void(LoadResult)> callback)
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```
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异步加载资源。将加载请求提交到 `AsyncLoader`,在后台工作线程执行加载,完成后在主线程通过回调通知。
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**参数:**
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- `path` - 资源路径
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- `type` - 资源类型
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- `settings` - 导入设置(可为 nullptr)
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- `callback` - 加载完成回调
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**返回:** 无
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**复杂度:** 提交 O(1),实际加载 O(n)
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**示例:**
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```cpp
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ResourceManager::Get().LoadAsync("textures/terrain.png", ResourceType::Texture,
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[](LoadResult result) {
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if (result.success) {
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ResourceHandle<Texture> tex(result.resource);
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printf("Loaded: %s\n", tex->GetPath().CStr());
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}
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});
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ResourceManager::Get().LoadAsync("models/player.fbx", ResourceType::Mesh,
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nullptr,
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[](LoadResult result) {
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if (result.success) {
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ResourceHandle<Mesh> mesh(result.resource);
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}
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});
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```
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## 相关文档
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- [ResourceManager 总览](resourcemanager.md) - 返回类总览
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