140 lines
4.7 KiB
Rust
140 lines
4.7 KiB
Rust
use bevy_app::{App, Plugin};
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use bevy_ecs::{
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event::Events,
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schedule::SystemLabel,
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system::{NonSendMut, Res, ResMut, SystemState},
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};
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use bevy_tasks::{IoTaskPool, TaskPoolBuilder};
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use bevy_utils::HashMap;
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use std::{
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ops::{Deref, DerefMut},
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path::Path,
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};
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use crate::{
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Asset, AssetEvent, AssetPlugin, AssetServer, AssetServerSettings, Assets, FileAssetIo, Handle,
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HandleUntyped,
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};
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/// A "debug asset app", whose sole responsibility is hot reloading assets that are
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/// "internal" / compiled-in to Bevy Plugins.
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pub struct DebugAssetApp(App);
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impl Deref for DebugAssetApp {
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type Target = App;
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fn deref(&self) -> &Self::Target {
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&self.0
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}
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}
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impl DerefMut for DebugAssetApp {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.0
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}
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}
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#[derive(SystemLabel, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct DebugAssetAppRun;
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/// Facilitates the creation of a "debug asset app", whose sole responsibility is hot reloading
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/// assets that are "internal" / compiled-in to Bevy Plugins.
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/// Pair with [`load_internal_asset`](crate::load_internal_asset) to load "hot reloadable" assets
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/// The `debug_asset_server` feature flag must also be enabled for hot reloading to work.
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/// Currently only hot reloads assets stored in the `crates` folder.
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#[derive(Default)]
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pub struct DebugAssetServerPlugin;
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pub struct HandleMap<T: Asset> {
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pub handles: HashMap<Handle<T>, Handle<T>>,
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}
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impl<T: Asset> Default for HandleMap<T> {
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fn default() -> Self {
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Self {
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handles: Default::default(),
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}
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}
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}
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impl Plugin for DebugAssetServerPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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let mut debug_asset_app = App::new();
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debug_asset_app
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.insert_resource(IoTaskPool(
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TaskPoolBuilder::default()
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.num_threads(2)
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.thread_name("Debug Asset Server IO Task Pool".to_string())
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.build(),
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))
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.insert_resource(AssetServerSettings {
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asset_folder: "crates".to_string(),
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watch_for_changes: true,
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})
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.add_plugin(AssetPlugin);
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app.insert_non_send_resource(DebugAssetApp(debug_asset_app));
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app.add_system(run_debug_asset_app);
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}
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}
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fn run_debug_asset_app(mut debug_asset_app: NonSendMut<DebugAssetApp>) {
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debug_asset_app.0.update();
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}
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pub(crate) fn sync_debug_assets<T: Asset + Clone>(
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mut debug_asset_app: NonSendMut<DebugAssetApp>,
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mut assets: ResMut<Assets<T>>,
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) {
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let world = &mut debug_asset_app.0.world;
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let mut state = SystemState::<(
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Res<Events<AssetEvent<T>>>,
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Res<HandleMap<T>>,
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Res<Assets<T>>,
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)>::new(world);
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let (changed_shaders, handle_map, debug_assets) = state.get_mut(world);
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for changed in changed_shaders.iter_current_update_events() {
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let debug_handle = match changed {
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AssetEvent::Created { handle } => handle,
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AssetEvent::Modified { handle } => handle,
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AssetEvent::Removed { .. } => continue,
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};
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if let Some(handle) = handle_map.handles.get(debug_handle) {
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if let Some(debug_asset) = debug_assets.get(debug_handle) {
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assets.set_untracked(handle, debug_asset.clone());
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}
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}
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}
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}
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/// Uses the return type of the given loader to register the given handle with the appropriate type
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/// and load the asset with the given `path` and parent `file_path`.
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/// If this feels a bit odd ... thats because it is. This was built to improve the UX of the
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/// `load_internal_asset` macro.
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pub fn register_handle_with_loader<A: Asset>(
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_loader: fn(&'static str) -> A,
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app: &mut DebugAssetApp,
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handle: HandleUntyped,
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file_path: &str,
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path: &'static str,
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) {
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let mut state = SystemState::<(ResMut<HandleMap<A>>, Res<AssetServer>)>::new(&mut app.world);
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let manifest_dir = std::env::var("CARGO_MANIFEST_DIR").unwrap();
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let manifest_dir_path = Path::new(&manifest_dir);
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let (mut handle_map, asset_server) = state.get_mut(&mut app.world);
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let asset_io = asset_server
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.asset_io()
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.downcast_ref::<FileAssetIo>()
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.expect("The debug AssetServer only works with FileAssetIo-backed AssetServers");
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let absolute_file_path = manifest_dir_path.join(
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Path::new(file_path)
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.parent()
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.expect("file path must have a parent"),
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);
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let asset_folder_relative_path = absolute_file_path
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.strip_prefix(asset_io.root_path())
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.expect("The AssetIo root path should be a prefix of the absolute file path");
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handle_map.handles.insert(
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asset_server.load(asset_folder_relative_path.join(path)),
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handle.clone_weak().typed::<A>(),
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);
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}
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