Builder

class Builder : GeneratedMessage.Builder<BuilderT> , AssetBundle.BundlerSettingsOrBuilder
Specifies settings which were active at the time the bundle was generated, and some of which may extend to the
bundle's use at runtime.
Protobuf type elide.assets.AssetBundle.BundlerSettings

Functions

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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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open fun addRepeatedField(field: Descriptors.FieldDescriptor, value: Any): BuilderT
abstract fun addRepeatedField(field: Descriptors.FieldDescriptor, value: Any): Message.Builder
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abstract fun build(): MessageLite
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abstract fun buildPartial(): MessageLite
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open fun clear(): BuilderType
abstract fun clear(): Message.Builder
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Digest algorithm settings in use to calculate chunk tokens. These tokens are used to address pre-compressed asset
content, and are used to address assets dynamically from the server and frontend.
.elide.assets.AssetBundle.DigestSettings digest_settings = 5;
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open fun clearField(field: Descriptors.FieldDescriptor): BuilderT
abstract fun clearField(field: Descriptors.FieldDescriptor): Message.Builder
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Specifies whether minification was enabled, and/or should be enabled.
bool minify = 1;
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open fun clearOneof(oneof: Descriptors.OneofDescriptor): BuilderType
open fun clearOneof(oneof: Descriptors.OneofDescriptor): BuilderT
abstract fun clearOneof(oneof: Descriptors.OneofDescriptor): Message.Builder
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Specifies whether JavaScript pre-packing was enabled, and/or should be enabled.
bool prepack = 2;
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Specifies whether assets participating in style rewriting (not to be confused with minification).
bool rewriting = 3;
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open fun clone(): BuilderType
open fun clone(): BuilderT
abstract fun clone(): Message.Builder
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open fun getAllFields(): Map<Descriptors.FieldDescriptor, Any>
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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open fun getCompressionValue(index: Int): Int
Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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fun getDescriptor(): Descriptors.Descriptor
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open fun getDescriptorForType(): Descriptors.Descriptor
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Digest algorithm settings in use to calculate chunk tokens. These tokens are used to address pre-compressed asset
content, and are used to address assets dynamically from the server and frontend.
.elide.assets.AssetBundle.DigestSettings digest_settings = 5;
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Digest algorithm settings in use to calculate chunk tokens. These tokens are used to address pre-compressed asset
content, and are used to address assets dynamically from the server and frontend.
.elide.assets.AssetBundle.DigestSettings digest_settings = 5;
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Digest algorithm settings in use to calculate chunk tokens. These tokens are used to address pre-compressed asset
content, and are used to address assets dynamically from the server and frontend.
.elide.assets.AssetBundle.DigestSettings digest_settings = 5;
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open fun getField(field: Descriptors.FieldDescriptor): Any
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open fun getFieldBuilder(field: Descriptors.FieldDescriptor): Message.Builder
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open fun getMinify(): Boolean
Specifies whether minification was enabled, and/or should be enabled.
bool minify = 1;
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open fun getOneofFieldDescriptor(oneof: Descriptors.OneofDescriptor): Descriptors.FieldDescriptor
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open fun getPrepack(): Boolean
Specifies whether JavaScript pre-packing was enabled, and/or should be enabled.
bool prepack = 2;
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open fun getRepeatedField(field: Descriptors.FieldDescriptor, index: Int): Any
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open fun getRepeatedFieldBuilder(field: Descriptors.FieldDescriptor, index: Int): Message.Builder
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open fun getRepeatedFieldCount(field: Descriptors.FieldDescriptor): Int
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open fun getRewriting(): Boolean
Specifies whether assets participating in style rewriting (not to be confused with minification).
bool rewriting = 3;
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fun getUnknownFields(): UnknownFieldSet
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Digest algorithm settings in use to calculate chunk tokens. These tokens are used to address pre-compressed asset
content, and are used to address assets dynamically from the server and frontend.
.elide.assets.AssetBundle.DigestSettings digest_settings = 5;
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open fun hasField(field: Descriptors.FieldDescriptor): Boolean
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open fun hasOneof(oneof: Descriptors.OneofDescriptor): Boolean
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open fun mergeDelimitedFrom(input: InputStream, extensionRegistry: ExtensionRegistryLite): Boolean
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Digest algorithm settings in use to calculate chunk tokens. These tokens are used to address pre-compressed asset
content, and are used to address assets dynamically from the server and frontend.
.elide.assets.AssetBundle.DigestSettings digest_settings = 5;
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abstract fun mergeFrom(other: Message): Message.Builder
open fun mergeFrom(input: CodedInputStream, extensionRegistry: ExtensionRegistryLite): AssetBundle.BundlerSettings.Builder
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open fun mergeUnknownFields(unknownFields: UnknownFieldSet): BuilderType
open fun mergeUnknownFields(unknownFields: UnknownFieldSet): BuilderT
abstract fun mergeUnknownFields(unknownFields: UnknownFieldSet): Message.Builder
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open fun newBuilderForField(field: Descriptors.FieldDescriptor): Message.Builder
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Enabled compression algorithms. If this property is set, there may be compressed variants for each asset,
potentially depending on whether the compressed asset variant saved space over the wire.
repeated .elide.data.CompressionMode compression = 4;
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Digest algorithm settings in use to calculate chunk tokens. These tokens are used to address pre-compressed asset
content, and are used to address assets dynamically from the server and frontend.
.elide.assets.AssetBundle.DigestSettings digest_settings = 5;
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open fun setField(field: Descriptors.FieldDescriptor, value: Any): BuilderT
abstract fun setField(field: Descriptors.FieldDescriptor, value: Any): Message.Builder
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Specifies whether minification was enabled, and/or should be enabled.
bool minify = 1;
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Specifies whether JavaScript pre-packing was enabled, and/or should be enabled.
bool prepack = 2;
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open fun setRepeatedField(field: Descriptors.FieldDescriptor, index: Int, value: Any): BuilderT
abstract fun setRepeatedField(field: Descriptors.FieldDescriptor, index: Int, value: Any): Message.Builder
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Specifies whether assets participating in style rewriting (not to be confused with minification).
bool rewriting = 3;
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open fun setUnknownFields(unknownFields: UnknownFieldSet): BuilderT
abstract fun setUnknownFields(unknownFields: UnknownFieldSet): Message.Builder
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open fun toString(): String