mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 20:43:07 +00:00
73af2b7d29
# Objective Fixes #15541 A bunch of lifetimes were added during the Assets V2 rework, but after moving to async traits in #12550 they can be elided. That PR mentions that this might be the case, but apparently it wasn't followed up on at the time. ~~I ended up grepping for `<'a` and finding a similar case in `bevy_reflect` which I also fixed.~~ (edit: that one was needed apparently) Note that elided lifetimes are unstable in `impl Trait`. If that gets stabilized then we can elide even more. ## Solution Remove the extra lifetimes. ## Testing Everything still compiles. If I have messed something up there is a small risk that some user code stops compiling, but all the examples still work at least. --- ## Migration Guide The traits `AssetLoader`, `AssetSaver` and `Process` traits from `bevy_asset` now use elided lifetimes. If you implement these then remove the named lifetime.
156 lines
4 KiB
Rust
156 lines
4 KiB
Rust
//! Implements loader for a custom asset type.
|
|
|
|
use bevy::{
|
|
asset::{io::Reader, AssetLoader, LoadContext},
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
};
|
|
use serde::Deserialize;
|
|
use thiserror::Error;
|
|
|
|
#[derive(Asset, TypePath, Debug, Deserialize)]
|
|
struct CustomAsset {
|
|
#[allow(dead_code)]
|
|
value: i32,
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct CustomAssetLoader;
|
|
|
|
/// Possible errors that can be produced by [`CustomAssetLoader`]
|
|
#[non_exhaustive]
|
|
#[derive(Debug, Error)]
|
|
enum CustomAssetLoaderError {
|
|
/// An [IO](std::io) Error
|
|
#[error("Could not load asset: {0}")]
|
|
Io(#[from] std::io::Error),
|
|
/// A [RON](ron) Error
|
|
#[error("Could not parse RON: {0}")]
|
|
RonSpannedError(#[from] ron::error::SpannedError),
|
|
}
|
|
|
|
impl AssetLoader for CustomAssetLoader {
|
|
type Asset = CustomAsset;
|
|
type Settings = ();
|
|
type Error = CustomAssetLoaderError;
|
|
async fn load(
|
|
&self,
|
|
reader: &mut dyn Reader,
|
|
_settings: &(),
|
|
_load_context: &mut LoadContext<'_>,
|
|
) -> Result<Self::Asset, Self::Error> {
|
|
let mut bytes = Vec::new();
|
|
reader.read_to_end(&mut bytes).await?;
|
|
let custom_asset = ron::de::from_bytes::<CustomAsset>(&bytes)?;
|
|
Ok(custom_asset)
|
|
}
|
|
|
|
fn extensions(&self) -> &[&str] {
|
|
&["custom"]
|
|
}
|
|
}
|
|
|
|
#[derive(Asset, TypePath, Debug)]
|
|
struct Blob {
|
|
bytes: Vec<u8>,
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct BlobAssetLoader;
|
|
|
|
/// Possible errors that can be produced by [`BlobAssetLoader`]
|
|
#[non_exhaustive]
|
|
#[derive(Debug, Error)]
|
|
enum BlobAssetLoaderError {
|
|
/// An [IO](std::io) Error
|
|
#[error("Could not load file: {0}")]
|
|
Io(#[from] std::io::Error),
|
|
}
|
|
|
|
impl AssetLoader for BlobAssetLoader {
|
|
type Asset = Blob;
|
|
type Settings = ();
|
|
type Error = BlobAssetLoaderError;
|
|
|
|
async fn load(
|
|
&self,
|
|
reader: &mut dyn Reader,
|
|
_settings: &(),
|
|
_load_context: &mut LoadContext<'_>,
|
|
) -> Result<Self::Asset, Self::Error> {
|
|
info!("Loading Blob...");
|
|
let mut bytes = Vec::new();
|
|
reader.read_to_end(&mut bytes).await?;
|
|
|
|
Ok(Blob { bytes })
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_resource::<State>()
|
|
.init_asset::<CustomAsset>()
|
|
.init_asset::<Blob>()
|
|
.init_asset_loader::<CustomAssetLoader>()
|
|
.init_asset_loader::<BlobAssetLoader>()
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, print_on_load)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
struct State {
|
|
handle: Handle<CustomAsset>,
|
|
other_handle: Handle<CustomAsset>,
|
|
blob: Handle<Blob>,
|
|
printed: bool,
|
|
}
|
|
|
|
fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
|
|
// Recommended way to load an asset
|
|
state.handle = asset_server.load("data/asset.custom");
|
|
|
|
// File extensions are optional, but are recommended for project management and last-resort inference
|
|
state.other_handle = asset_server.load("data/asset_no_extension");
|
|
|
|
// Will use BlobAssetLoader instead of CustomAssetLoader thanks to type inference
|
|
state.blob = asset_server.load("data/asset.custom");
|
|
}
|
|
|
|
fn print_on_load(
|
|
mut state: ResMut<State>,
|
|
custom_assets: Res<Assets<CustomAsset>>,
|
|
blob_assets: Res<Assets<Blob>>,
|
|
) {
|
|
let custom_asset = custom_assets.get(&state.handle);
|
|
let other_custom_asset = custom_assets.get(&state.other_handle);
|
|
let blob = blob_assets.get(&state.blob);
|
|
|
|
// Can't print results if the assets aren't ready
|
|
if state.printed {
|
|
return;
|
|
}
|
|
|
|
if custom_asset.is_none() {
|
|
info!("Custom Asset Not Ready");
|
|
return;
|
|
}
|
|
|
|
if other_custom_asset.is_none() {
|
|
info!("Other Custom Asset Not Ready");
|
|
return;
|
|
}
|
|
|
|
if blob.is_none() {
|
|
info!("Blob Not Ready");
|
|
return;
|
|
}
|
|
|
|
info!("Custom asset loaded: {:?}", custom_asset.unwrap());
|
|
info!("Custom asset loaded: {:?}", other_custom_asset.unwrap());
|
|
info!("Blob Size: {:?} Bytes", blob.unwrap().bytes.len());
|
|
|
|
// Once printed, we won't print again
|
|
state.printed = true;
|
|
}
|