//! Implements a custom asset io loader. //! An [`AssetIo`] is what the asset server uses to read the raw bytes of assets. //! It does not know anything about the asset formats, only how to talk to the underlying storage. use bevy::{ asset::{AssetIo, AssetIoError, ChangeWatcher, 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, to_watch: &Path, to_reload: Option, ) -> Result<(), AssetIoError> { info!("watch_path_for_changes({to_watch:?}, {to_reload:?})"); self.0.watch_path_for_changes(to_watch, to_reload) } fn watch_for_changes(&self, configuration: &ChangeWatcher) -> Result<(), AssetIoError> { info!("watch_for_changes()"); self.0.watch_for_changes(configuration) } 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) { let default_io = AssetPlugin::default().create_platform_default_asset_io(); // create the custom asset io instance let asset_io = CustomAssetIo(default_io); // the asset server is constructed and added the resource manager app.insert_resource(AssetServer::new(asset_io)); } } fn main() { App::new() .add_plugins( DefaultPlugins .build() // 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. .add_before::(CustomAssetIoPlugin), ) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(Camera2dBundle::default()); commands.spawn(SpriteBundle { texture: asset_server.load("branding/icon.png"), ..default() }); }