bevy/examples/2d/texture_atlas.rs
Daniel McNab 1bbd5c25c0 Enforce type safe usage of Handle::get (#4794)
# Objective

- Sometimes, people might load an asset as one type, then use it with an `Asset`s for a different type.
- See e.g. #4784. 
- This is especially likely with the Gltf types, since users may not have a clear conceptual model of what types the assets will be.
- We had an instance of this ourselves, in the `scene_viewer` example

## Solution

- Make `Assets::get` require a type safe handle.

---

## Changelog

### Changed

- `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles.

### Added
- `HandleUntyped::typed_weak`, a helper function for creating a weak typed version of an exisitng `HandleUntyped`.

## Migration Guide

`Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. If you were previously passing in:
   - a `HandleId`, use `&Handle::weak(id)` instead, to create a weak handle. You may have been able to store a type safe `Handle` instead.
   - a `HandleUntyped`, use `&handle_untyped.typed_weak()` to create a weak handle of the specified type. This is most likely to be the useful when using [load_folder](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load_folder)
   - a `Handle<U>` of  of a different type, consider whether this is the correct handle type to store. If it is (i.e. the same handle id is used for multiple different Asset types) use `Handle::weak(handle.id)` to cast to a different type.
2022-05-30 16:59:44 +00:00

84 lines
2.9 KiB
Rust

//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
//! individual sprites.
use bevy::{asset::LoadState, prelude::*};
fn main() {
App::new()
.init_resource::<RpgSpriteHandles>()
.add_plugins(DefaultPlugins)
.add_state(AppState::Setup)
.add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures))
.add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures))
.add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup))
.run();
}
#[derive(Debug, Clone, PartialEq, Eq, Hash)]
enum AppState {
Setup,
Finished,
}
#[derive(Default)]
struct RpgSpriteHandles {
handles: Vec<HandleUntyped>,
}
fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
}
fn check_textures(
mut state: ResMut<State<AppState>>,
rpg_sprite_handles: ResMut<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
) {
if let LoadState::Loaded =
asset_server.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id))
{
state.set(AppState::Finished).unwrap();
}
}
fn setup(
mut commands: Commands,
rpg_sprite_handles: Res<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Image>>,
) {
let mut texture_atlas_builder = TextureAtlasBuilder::default();
for handle in &rpg_sprite_handles.handles {
let handle = handle.typed_weak();
let texture = textures.get(&handle).expect("Textures folder contained a file which way matched by a loader which did not create an `Image` asset");
texture_atlas_builder.add_texture(handle, texture);
}
let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
let texture_atlas_texture = texture_atlas.texture.clone();
let vendor_handle = asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
let atlas_handle = texture_atlases.add(texture_atlas);
// set up a scene to display our texture atlas
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
// draw a sprite from the atlas
commands.spawn_bundle(SpriteSheetBundle {
transform: Transform {
translation: Vec3::new(150.0, 0.0, 0.0),
scale: Vec3::splat(4.0),
..default()
},
sprite: TextureAtlasSprite::new(vendor_index),
texture_atlas: atlas_handle,
..default()
});
// draw the atlas itself
commands.spawn_bundle(SpriteBundle {
texture: texture_atlas_texture,
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
..default()
});
}