mirror of
https://github.com/bevyengine/bevy
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512b7463a3
# Objective Make bevy_utils less of a compilation bottleneck. Tackle #11478. ## Solution * Move all of the directly reexported dependencies and move them to where they're actually used. * Remove the UUID utilities that have gone unused since `TypePath` took over for `TypeUuid`. * There was also a extraneous bytemuck dependency on `bevy_core` that has not been used for a long time (since `encase` became the primary way to prepare GPU buffers). * Remove the `all_tuples` macro reexport from bevy_ecs since it's accessible from `bevy_utils`. --- ## Changelog Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax, smallvec, and thiserror). Removed: bevy_core's reexports of bytemuck. ## Migration Guide bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror have been removed. bevy_core' reexports of bytemuck's types has been removed. Add them as dependencies in your own crate instead.
161 lines
4.2 KiB
Rust
161 lines
4.2 KiB
Rust
//! Implements loader for a custom asset type.
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use bevy::{
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asset::{io::Reader, ron, AssetLoader, AsyncReadExt, LoadContext},
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prelude::*,
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reflect::TypePath,
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utils::BoxedFuture,
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};
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use serde::Deserialize;
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use thiserror::Error;
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#[derive(Asset, TypePath, Debug, Deserialize)]
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struct CustomAsset {
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#[allow(dead_code)]
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value: i32,
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}
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#[derive(Default)]
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struct CustomAssetLoader;
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/// Possible errors that can be produced by [`CustomAssetLoader`]
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#[non_exhaustive]
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#[derive(Debug, Error)]
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pub enum CustomAssetLoaderError {
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/// An [IO](std::io) Error
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#[error("Could not load asset: {0}")]
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Io(#[from] std::io::Error),
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/// A [RON](ron) Error
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#[error("Could not parse RON: {0}")]
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RonSpannedError(#[from] ron::error::SpannedError),
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}
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impl AssetLoader for CustomAssetLoader {
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type Asset = CustomAsset;
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type Settings = ();
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type Error = CustomAssetLoaderError;
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fn load<'a>(
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&'a self,
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reader: &'a mut Reader,
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_settings: &'a (),
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_load_context: &'a mut LoadContext,
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) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
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Box::pin(async move {
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let mut bytes = Vec::new();
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reader.read_to_end(&mut bytes).await?;
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let custom_asset = ron::de::from_bytes::<CustomAsset>(&bytes)?;
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Ok(custom_asset)
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})
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}
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fn extensions(&self) -> &[&str] {
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&["custom"]
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}
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}
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#[derive(Asset, TypePath, Debug)]
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struct Blob {
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bytes: Vec<u8>,
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}
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#[derive(Default)]
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struct BlobAssetLoader;
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/// Possible errors that can be produced by [`CustomAssetLoader`]
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#[non_exhaustive]
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#[derive(Debug, Error)]
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pub enum BlobAssetLoaderError {
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/// An [IO](std::io) Error
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#[error("Could not load file: {0}")]
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Io(#[from] std::io::Error),
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}
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impl AssetLoader for BlobAssetLoader {
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type Asset = Blob;
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type Settings = ();
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type Error = BlobAssetLoaderError;
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fn load<'a>(
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&'a self,
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reader: &'a mut Reader,
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_settings: &'a (),
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_load_context: &'a mut LoadContext,
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) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
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Box::pin(async move {
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info!("Loading Blob...");
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let mut bytes = Vec::new();
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reader.read_to_end(&mut bytes).await?;
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Ok(Blob { bytes })
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})
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<State>()
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.init_asset::<CustomAsset>()
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.init_asset::<Blob>()
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.init_asset_loader::<CustomAssetLoader>()
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.init_asset_loader::<BlobAssetLoader>()
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.add_systems(Startup, setup)
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.add_systems(Update, print_on_load)
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.run();
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}
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#[derive(Resource, Default)]
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struct State {
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handle: Handle<CustomAsset>,
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other_handle: Handle<CustomAsset>,
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blob: Handle<Blob>,
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printed: bool,
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}
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fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
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// Recommended way to load an asset
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state.handle = asset_server.load("data/asset.custom");
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// File extensions are optional, but are recommended for project management and last-resort inference
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state.other_handle = asset_server.load("data/asset_no_extension");
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// Will use BlobAssetLoader instead of CustomAssetLoader thanks to type inference
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state.blob = asset_server.load("data/asset.custom");
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}
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fn print_on_load(
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mut state: ResMut<State>,
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custom_assets: Res<Assets<CustomAsset>>,
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blob_assets: Res<Assets<Blob>>,
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) {
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let custom_asset = custom_assets.get(&state.handle);
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let other_custom_asset = custom_assets.get(&state.other_handle);
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let blob = blob_assets.get(&state.blob);
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// Can't print results if the assets aren't ready
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if state.printed {
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return;
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}
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if custom_asset.is_none() {
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info!("Custom Asset Not Ready");
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return;
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}
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if other_custom_asset.is_none() {
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info!("Other Custom Asset Not Ready");
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return;
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}
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if blob.is_none() {
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info!("Blob Not Ready");
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return;
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}
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info!("Custom asset loaded: {:?}", custom_asset.unwrap());
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info!("Custom asset loaded: {:?}", other_custom_asset.unwrap());
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info!("Blob Size: {:?} Bytes", blob.unwrap().bytes.len());
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// Once printed, we won't print again
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state.printed = true;
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}
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