Struct Definition

Struct Documentation

struct Definition

Owned tileset/grid metadata with independent named views, timelines and CPU autotile rules.

Public Functions

std::string id() const

Declaration: [[nodiscard]]

Form the exact namespace:name lookup ID without validating or registering it.

See also

Detailed guide

Public Members

std::string name_space

Namespace qualifying id().

std::string name

Local asset name.

std::string description

Human-readable metadata, not a gameplay rule.

std::filesystem::path texture

Resolved image source path; parsed values already include graphics root.

CE::Assets::Grids::Definition grid

Source pixel cells, spacing and row-major addressing.

CE::Rendering::Geometry::Pivot pivot

Finite normalized top-left-origin pivot used for Y-up cell geometry.

std::unordered_map<std::string, CE::Assets::Grids::View> views

Named rectangular regions in cell coordinates.

std::unordered_map<std::string, CE::Assets::Grids::CellIndex> orientations

Named static row-major cells, independent of time.

std::unordered_map<std::string, Clip> animations

Named owned clips; each original target maps to at most one clip in a constructed Asset.

std::unordered_map<std::string, Rule> autotiles

Named Wang/bitmask definitions sampled through application-owned world callbacks.

std::optional<std::string> shader = {}

Optional qualified material override; absence selects loader-owned ordinary image defaults.