use bevy::{ asset::{AssetIo, AssetIoError, Metadata}, prelude::*, utils::BoxedFuture, }; use std::path::{Path, PathBuf}; /// A custom asset io implementation that simply defers to the platform default /// implementation. /// /// This can be used as a starting point for developing a useful implementation /// that can defer to the default when needed. struct CustomAssetIo(Box); impl AssetIo for CustomAssetIo { fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result, AssetIoError>> { info!("load_path({:?})", path); self.0.load_path(path) } fn read_directory( &self, path: &Path, ) -> Result>, AssetIoError> { info!("read_directory({:?})", path); self.0.read_directory(path) } fn watch_path_for_changes(&self, path: &Path) -> Result<(), AssetIoError> { info!("watch_path_for_changes({:?})", path); self.0.watch_path_for_changes(path) } fn watch_for_changes(&self) -> Result<(), AssetIoError> { info!("watch_for_changes()"); self.0.watch_for_changes() } fn get_metadata(&self, path: &Path) -> Result { info!("get_metadata({:?})", path); self.0.get_metadata(path) } } /// A plugin used to execute the override of the asset io struct CustomAssetIoPlugin; impl Plugin for CustomAssetIoPlugin { fn build(&self, app: &mut App) { // must get a hold of the task pool in order to create the asset server let task_pool = app.world.resource::().0.clone(); let asset_io = { // the platform default asset io requires a reference to the app // builder to find its configuration let default_io = bevy::asset::create_platform_default_asset_io(app); // create the custom asset io instance CustomAssetIo(default_io) }; // the asset server is constructed and added the resource manager app.insert_resource(AssetServer::new(asset_io, task_pool)); } } fn main() { App::new() .add_plugins_with(DefaultPlugins, |group| { // the custom asset io plugin must be inserted in-between the // `CorePlugin' and `AssetPlugin`. It needs to be after the // CorePlugin, so that the IO task pool has already been constructed. // And it must be before the `AssetPlugin` so that the asset plugin // doesn't create another instance of an asset server. In general, // the AssetPlugin should still run so that other aspects of the // asset system are initialized correctly. group.add_before::(CustomAssetIoPlugin) }) .add_startup_system(setup) .run(); } fn setup(mut commands: Commands, asset_server: Res) { commands.spawn_bundle(OrthographicCameraBundle::new_2d()); commands.spawn_bundle(SpriteBundle { texture: asset_server.load("branding/icon.png"), ..default() }); }