mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
103 lines
3.3 KiB
Rust
103 lines
3.3 KiB
Rust
use bevy::{
|
|
asset::{AssetIo, AssetIoError},
|
|
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<dyn AssetIo>);
|
|
|
|
impl AssetIo for CustomAssetIo {
|
|
fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result<Vec<u8>, AssetIoError>> {
|
|
println!("load_path({:?})", path);
|
|
self.0.load_path(path)
|
|
}
|
|
|
|
fn read_directory(
|
|
&self,
|
|
path: &Path,
|
|
) -> Result<Box<dyn Iterator<Item = PathBuf>>, AssetIoError> {
|
|
println!("read_directory({:?})", path);
|
|
self.0.read_directory(path)
|
|
}
|
|
|
|
fn is_directory(&self, path: &Path) -> bool {
|
|
println!("is_directory({:?})", path);
|
|
self.0.is_directory(path)
|
|
}
|
|
|
|
fn watch_path_for_changes(&self, path: &Path) -> Result<(), AssetIoError> {
|
|
println!("watch_path_for_changes({:?})", path);
|
|
self.0.watch_path_for_changes(path)
|
|
}
|
|
|
|
fn watch_for_changes(&self) -> Result<(), AssetIoError> {
|
|
println!("watch_for_changes()");
|
|
self.0.watch_for_changes()
|
|
}
|
|
}
|
|
|
|
/// A plugin used to execute the override of the asset io
|
|
struct CustomAssetIoPlugin;
|
|
|
|
impl Plugin for CustomAssetIoPlugin {
|
|
fn build(&self, app: &mut AppBuilder) {
|
|
// must get a hold of the task pool in order to create the asset server
|
|
|
|
let task_pool = app
|
|
.world()
|
|
.get_resource::<bevy::tasks::IoTaskPool>()
|
|
.expect("`IoTaskPool` resource not found.")
|
|
.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::build()
|
|
.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 assert server. In general,
|
|
// the AssetPlugin should still run so that other aspects of the
|
|
// asset system are initialized correctly.
|
|
group.add_before::<bevy::asset::AssetPlugin, _>(CustomAssetIoPlugin)
|
|
})
|
|
.add_startup_system(setup.system())
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
) {
|
|
let texture_handle = asset_server.load("branding/icon.png");
|
|
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
|
|
commands.spawn_bundle(SpriteBundle {
|
|
material: materials.add(texture_handle.into()),
|
|
..Default::default()
|
|
});
|
|
}
|