bevy/examples/asset/custom_asset.rs

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//! Implements loader for a custom asset type.
use bevy::{
asset::{AssetLoader, LoadContext, LoadedAsset},
prelude::*,
reflect: stable type path v2 (#7184) # Objective - Introduce a stable alternative to [`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html). - Rewrite of #5805 with heavy inspiration in design. - On the path to #5830. - Part of solving #3327. ## Solution - Add a `TypePath` trait for static stable type path/name information. - Add a `TypePath` derive macro. - Add a `impl_type_path` macro for implementing internal and foreign types in `bevy_reflect`. --- ## Changelog - Added `TypePath` trait. - Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`. - Added a `TypePath` derive macro. - Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on internal and foreign types in `bevy_reflect`. - Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to `(Non)GenericTypedCell<T>` which allows us to be generic over both `TypeInfo` and `TypePath`. - `TypePath` is now a supertrait of `Asset`, `Material` and `Material2d`. - `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be specified. - `impl_reflect_value` needs to either specify path starting with a double colon (`::core::option::Option`) or an `in my_crate::foo` declaration. - Added `bevy_reflect_derive::ReflectTypePath`. - Most uses of `Ident` in `bevy_reflect_derive` changed to use `ReflectTypePath`. ## Migration Guide - Implementors of `Asset`, `Material` and `Material2d` now also need to derive `TypePath`. - Manual implementors of `Reflect` will need to implement the new `get_type_path` method. ## Open Questions - [x] ~This PR currently does not migrate any usages of `std::any::type_name` to use `bevy_reflect::TypePath` to ease the review process. Should it?~ Migration will be left to a follow-up PR. - [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to satisfy new bounds, mostly when deriving `TypeUuid`. Should we make `TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in favour of `TypePath`?](https://github.com/bevyengine/bevy/pull/5805/files/2afbd855327c4b68e0a6b6f03118f289988441a4#r961067892)
2023-06-05 21:31:20 +01:00
reflect::{TypePath, TypeUuid},
utils::BoxedFuture,
};
use serde::Deserialize;
reflect: stable type path v2 (#7184) # Objective - Introduce a stable alternative to [`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html). - Rewrite of #5805 with heavy inspiration in design. - On the path to #5830. - Part of solving #3327. ## Solution - Add a `TypePath` trait for static stable type path/name information. - Add a `TypePath` derive macro. - Add a `impl_type_path` macro for implementing internal and foreign types in `bevy_reflect`. --- ## Changelog - Added `TypePath` trait. - Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`. - Added a `TypePath` derive macro. - Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on internal and foreign types in `bevy_reflect`. - Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to `(Non)GenericTypedCell<T>` which allows us to be generic over both `TypeInfo` and `TypePath`. - `TypePath` is now a supertrait of `Asset`, `Material` and `Material2d`. - `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be specified. - `impl_reflect_value` needs to either specify path starting with a double colon (`::core::option::Option`) or an `in my_crate::foo` declaration. - Added `bevy_reflect_derive::ReflectTypePath`. - Most uses of `Ident` in `bevy_reflect_derive` changed to use `ReflectTypePath`. ## Migration Guide - Implementors of `Asset`, `Material` and `Material2d` now also need to derive `TypePath`. - Manual implementors of `Reflect` will need to implement the new `get_type_path` method. ## Open Questions - [x] ~This PR currently does not migrate any usages of `std::any::type_name` to use `bevy_reflect::TypePath` to ease the review process. Should it?~ Migration will be left to a follow-up PR. - [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to satisfy new bounds, mostly when deriving `TypeUuid`. Should we make `TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in favour of `TypePath`?](https://github.com/bevyengine/bevy/pull/5805/files/2afbd855327c4b68e0a6b6f03118f289988441a4#r961067892)
2023-06-05 21:31:20 +01:00
#[derive(Debug, Deserialize, TypeUuid, TypePath)]
#[uuid = "39cadc56-aa9c-4543-8640-a018b74b5052"]
pub struct CustomAsset {
pub value: i32,
}
#[derive(Default)]
pub struct CustomAssetLoader;
impl AssetLoader for CustomAssetLoader {
fn load<'a>(
&'a self,
bytes: &'a [u8],
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<(), bevy::asset::Error>> {
Box::pin(async move {
let custom_asset = ron::de::from_bytes::<CustomAsset>(bytes)?;
load_context.set_default_asset(LoadedAsset::new(custom_asset));
Ok(())
})
}
fn extensions(&self) -> &[&str] {
&["custom"]
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<State>()
.add_asset::<CustomAsset>()
.init_asset_loader::<CustomAssetLoader>()
.add_systems(Startup, setup)
.add_systems(Update, print_on_load)
.run();
}
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource, Default)]
struct State {
handle: Handle<CustomAsset>,
printed: bool,
}
fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
state.handle = asset_server.load("data/asset.custom");
}
fn print_on_load(mut state: ResMut<State>, custom_assets: ResMut<Assets<CustomAsset>>) {
let custom_asset = custom_assets.get(&state.handle);
if state.printed || custom_asset.is_none() {
return;
}
info!("Custom asset loaded: {:?}", custom_asset.unwrap());
state.printed = true;
}