Files
sbox-public/engine/Definitions/engine/resourcesystem.def
Matt Stevens 0cc57f66a8 overlay_frame stats: redesign, add batching, culling, etc info, add levels of verbosity
* 3 levels of detail
* redesign with headers and color coding
* added batching + culling info
* added aggregate object info
* added texture pool usage, streaming requests
* added native gpu stats summary string

https://files.facepunch.com/matt/1b2411b1/sbox_nQniekb544.png
2026-05-26 15:32:43 +01:00

37 lines
976 B
Modula-2

include "resourcesystem/iresourcesystem.h"
native accessor g_pResourceSystem as NativeEngine.g_pResourceSystem
{
void ReloadSymlinkedResidentResources();
void UpdateSimple();
bool HasPendingWork();
int GetNumPendingStreamingRequests();
bool IsShuttingDown();
inline HResourceManifest LoadResourceInManifest( string name )
{
ResourceManifestCreationInfo_t info( 1, &name, RESOURCE_MANIFEST_TYPE_DEFAULT, RESOURCE_MANIFEST_LOAD_STREAMING_DATA, name );
return g_pResourceSystem->CreateResourceManifest( info );
}
void DestroyResourceManifest( HResourceManifest manifest );
bool IsManifestLoaded( HResourceManifest manifest );
inline void GetAllCodeManifests( CUtlVectorString values )
{
g_pResourceSystem->GetCodeResourceManifestManager()->GetAllCodeManifests( *values );
}
}
managed class Sandbox.Resource
{
static void OnResourceReloaded( string name, void* resourceBinding );
}
native class HResourceManifest__ as HResourceManifest
{
// nothing
}