105 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
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    asset::{AssetIo, AssetIoError},
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    prelude::*,
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    utils::BoxedFuture,
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};
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use std::path::{Path, PathBuf};
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/// A custom asset io implementation that simply defers to the platform default
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/// implementation.
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///
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/// This can be used as a starting point for developing a useful implementation
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/// that can defer to the default when needed.
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struct CustomAssetIo(Box<dyn AssetIo>);
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impl AssetIo for CustomAssetIo {
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    fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result<Vec<u8>, AssetIoError>> {
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        println!("load_path({:?})", path);
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        self.0.load_path(path)
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    }
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    fn read_directory(
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        &self,
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        path: &Path,
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    ) -> Result<Box<dyn Iterator<Item = PathBuf>>, AssetIoError> {
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        println!("read_directory({:?})", path);
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        self.0.read_directory(path)
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    }
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    fn is_directory(&self, path: &Path) -> bool {
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        println!("is_directory({:?})", path);
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        self.0.is_directory(path)
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    }
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    fn watch_path_for_changes(&self, path: &Path) -> Result<(), AssetIoError> {
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        println!("watch_path_for_changes({:?})", path);
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        self.0.watch_path_for_changes(path)
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    }
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    fn watch_for_changes(&self) -> Result<(), AssetIoError> {
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        println!("watch_for_changes()");
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        self.0.watch_for_changes()
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    }
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}
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/// A plugin used to execute the override of the asset io
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struct CustomAssetIoPlugin;
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impl Plugin for CustomAssetIoPlugin {
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    fn build(&self, app: &mut AppBuilder) {
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        // must get a hold of the task pool in order to create the asset server
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        let task_pool = app
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            .resources()
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            .get::<bevy::tasks::IoTaskPool>()
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            .expect("`IoTaskPool` resource not found.")
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            .0
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            .clone();
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        let asset_io = {
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            // the platform default asset io requires a reference to the app
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            // builder to find its configuration
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            let default_io = bevy::asset::create_platform_default_asset_io(app);
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            // create the custom asset io instance
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            CustomAssetIo(default_io)
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        };
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        // the asset server is constructed and added the resource manager
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        app.add_resource(AssetServer::new(asset_io, task_pool));
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    }
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}
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fn main() {
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    App::build()
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        .add_plugins_with(DefaultPlugins, |group| {
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            // the custom asset io plugin must be inserted in-between the
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            // `CorePlugin' and `AssetPlugin`. It needs to be after the
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            // CorePlugin, so that the IO task pool has already been constructed.
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            // And it must be before the `AssetPlugin` so that the asset plugin
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            // doesn't create another instance of an assert server. In general,
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            // the AssetPlugin should still run so that other aspects of the
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            // asset system are initialized correctly.
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            group.add_before::<bevy::asset::AssetPlugin, _>(CustomAssetIoPlugin)
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        })
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        .add_startup_system(setup.system())
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        .run();
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}
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fn setup(
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    commands: &mut Commands,
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    asset_server: Res<AssetServer>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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    let texture_handle = asset_server.load("branding/icon.png");
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    commands
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        .spawn(Camera2dBundle::default())
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        .spawn(SpriteBundle {
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            material: materials.add(texture_handle.into()),
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            ..Default::default()
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        });
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}
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