Candera AssetLoader

AssetDescriptor 
 AssetContext class has become deprecated and its functionality is taken by the new AssetDescriptor class. 
 Old Interface: 
 Candera::DefaultAssetProvider * provider = m_assetProvider;
 Candera::AssetContext * assetContext = provider->GetAssetContext();
if (assetContext != 0) {
 for (Int i = 0; i < assetContext->GetAnimationCount(); i++) {
 const Candera::Char* animation = assetContext->GetAnimationName(i);
 //Use animation name
 }
}
 
 New Interface in 3.0.0: 
 Candera::DefaultAssetProvider * provider = m_assetProvider;
for ( Candera::AssetDescriptor::AssetIdIterator animationIdIterator = provider-> GetAssetDescriptor (). GetAssetIdIterator ( AnimationLib ); animationIdIterator.IsValid(); ++animationIdIterator) {
 //use animation AssetId: *animationIdIterator
 //or use animation name: provider->GetNameById(AnimationLib, *animationIdIterator, 0)
}
 
 
 
 
 
 
 
 
 AssetId 
 AssetId is a unique binary identifier that should be used to retrieve objects from the asset though the AssetProvider interface. AssetIds are supposed to replace the identification of objects by their name/path. 
 AssetIds should not be hard coded, but referenced through Symbolic Names . For more information see Accessing Items via AssetId . AssetIds can also be retrieved via the AssetDescriptor class iterators as shown in the AssetDescriptor example above. 
 Old Interface: 
 Candera::DefaultAssetProvider * provider = m_assetProvider;
Bitmap::SharedPointer bitmap = provider->GetBitmap(bitmapName); 
 
 New Interface in 3.0.0: 
 Candera::DefaultAssetProvider * provider = m_assetProvider;
 //copy AssetId directly from SceneComposer, but better use specified symbolic name or retrieve it via AssetIdIterator
AssetId assetId = CDA_LIBRARY_ASSETID(0x0, 0x100);
Bitmap::SharedPointer bitmap = provider-> GetBitmapById (assetId);