# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Implements a custom asset io loader.
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//! An [`AssetReader`] is what the asset server uses to read the raw bytes of assets.
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//! It does not know anything about the asset formats, only how to talk to the underlying storage.
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use bevy::{
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    asset::io::{
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        AssetReader, AssetReaderError, AssetSource, AssetSourceId, ErasedAssetReader, PathStream,
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        Reader,
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    },
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    prelude::*,
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};
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use std::path::Path;
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/// A custom asset reader implementation that wraps a given asset reader implementation
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struct CustomAssetReader(Box<dyn ErasedAssetReader>);
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impl AssetReader for CustomAssetReader {
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    async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
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        info!("Reading {:?}", path);
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        self.0.read(path).await
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    }
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    async fn read_meta<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
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        self.0.read_meta(path).await
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    }
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    async fn read_directory<'a>(
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        &'a self,
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        path: &'a Path,
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    ) -> Result<Box<PathStream>, AssetReaderError> {
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        self.0.read_directory(path).await
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    }
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    async fn is_directory<'a>(&'a self, path: &'a Path) -> Result<bool, AssetReaderError> {
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        self.0.is_directory(path).await
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    }
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}
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/// A plugins that registers our new asset reader
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struct CustomAssetReaderPlugin;
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impl Plugin for CustomAssetReaderPlugin {
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    fn build(&self, app: &mut App) {
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        app.register_asset_source(
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            AssetSourceId::Default,
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            AssetSource::build().with_reader(|| {
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                Box::new(CustomAssetReader(
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                    // This is the default reader for the current platform
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                    AssetSource::get_default_reader("assets".to_string())(),
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                ))
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            }),
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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((CustomAssetReaderPlugin, DefaultPlugins))
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
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}
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