mirror of
https://github.com/bevyengine/bevy
synced 2024-11-28 07:30:23 +00:00
7d40e3ec87
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
133 lines
3.7 KiB
Rust
133 lines
3.7 KiB
Rust
//! Implements loader for a Gzip compressed asset.
|
|
|
|
use bevy::{
|
|
asset::{
|
|
io::{Reader, VecReader},
|
|
AssetLoader, ErasedLoadedAsset, LoadContext, LoadDirectError,
|
|
},
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
};
|
|
use flate2::read::GzDecoder;
|
|
use std::{io::prelude::*, marker::PhantomData};
|
|
use thiserror::Error;
|
|
|
|
#[derive(Asset, TypePath)]
|
|
struct GzAsset {
|
|
uncompressed: ErasedLoadedAsset,
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct GzAssetLoader;
|
|
|
|
/// Possible errors that can be produced by [`GzAssetLoader`]
|
|
#[non_exhaustive]
|
|
#[derive(Debug, Error)]
|
|
enum GzAssetLoaderError {
|
|
/// An [IO](std::io) Error
|
|
#[error("Could not load asset: {0}")]
|
|
Io(#[from] std::io::Error),
|
|
/// An error caused when the asset path cannot be used to determine the uncompressed asset type.
|
|
#[error("Could not determine file path of uncompressed asset")]
|
|
IndeterminateFilePath,
|
|
/// An error caused by the internal asset loader.
|
|
#[error("Could not load contained asset: {0}")]
|
|
LoadDirectError(#[from] LoadDirectError),
|
|
}
|
|
|
|
impl AssetLoader for GzAssetLoader {
|
|
type Asset = GzAsset;
|
|
type Settings = ();
|
|
type Error = GzAssetLoaderError;
|
|
|
|
async fn load(
|
|
&self,
|
|
reader: &mut dyn Reader,
|
|
_settings: &(),
|
|
load_context: &mut LoadContext<'_>,
|
|
) -> Result<Self::Asset, Self::Error> {
|
|
let compressed_path = load_context.path();
|
|
let file_name = compressed_path
|
|
.file_name()
|
|
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?
|
|
.to_string_lossy();
|
|
let uncompressed_file_name = file_name
|
|
.strip_suffix(".gz")
|
|
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
|
|
let contained_path = compressed_path.join(uncompressed_file_name);
|
|
|
|
let mut bytes_compressed = Vec::new();
|
|
|
|
reader.read_to_end(&mut bytes_compressed).await?;
|
|
|
|
let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
|
|
|
|
let mut bytes_uncompressed = Vec::new();
|
|
|
|
decoder.read_to_end(&mut bytes_uncompressed)?;
|
|
|
|
// Now that we have decompressed the asset, let's pass it back to the
|
|
// context to continue loading
|
|
|
|
let mut reader = VecReader::new(bytes_uncompressed);
|
|
|
|
let uncompressed = load_context
|
|
.loader()
|
|
.with_unknown_type()
|
|
.immediate()
|
|
.with_reader(&mut reader)
|
|
.load(contained_path)
|
|
.await?;
|
|
|
|
Ok(GzAsset { uncompressed })
|
|
}
|
|
|
|
fn extensions(&self) -> &[&str] {
|
|
&["gz"]
|
|
}
|
|
}
|
|
|
|
#[derive(Component, Default)]
|
|
struct Compressed<T> {
|
|
compressed: Handle<GzAsset>,
|
|
_phantom: PhantomData<T>,
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_asset::<GzAsset>()
|
|
.init_asset_loader::<GzAssetLoader>()
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, decompress::<Sprite, Image>)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(Camera2d);
|
|
|
|
commands.spawn(Compressed::<Image> {
|
|
compressed: asset_server.load("data/compressed_image.png.gz"),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn decompress<T: Component + From<Handle<A>>, A: Asset>(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut compressed_assets: ResMut<Assets<GzAsset>>,
|
|
query: Query<(Entity, &Compressed<A>)>,
|
|
) {
|
|
for (entity, Compressed { compressed, .. }) in query.iter() {
|
|
let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
|
|
continue;
|
|
};
|
|
|
|
let uncompressed = uncompressed.take::<A>().unwrap();
|
|
|
|
commands
|
|
.entity(entity)
|
|
.remove::<Compressed<A>>()
|
|
.insert(T::from(asset_server.add(uncompressed)));
|
|
}
|
|
}
|