
# Objective - Right now re-exports are completely hidden in prelude docs. - Fixes #6433 ## Solution - We could show the re-exports without inlining their documentation.
130 lines
3.9 KiB
Rust
130 lines
3.9 KiB
Rust
//! Built-in plugin for asset support.
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//!
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//! This plugin allows a bevy app to work with assets from the filesystem (or [another source]),
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//! providing an [asset server] for loading and processing [`Asset`]s and storing them in an
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//! [asset storage] to be accessed by systems.
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//!
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//! [another source]: trait.AssetIo.html
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//! [asset server]: struct.AssetServer.html
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//! [asset storage]: struct.Assets.html
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#![warn(missing_docs)]
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mod asset_server;
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mod assets;
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#[cfg(feature = "debug_asset_server")]
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pub mod debug_asset_server;
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pub mod diagnostic;
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#[cfg(all(
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feature = "filesystem_watcher",
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all(not(target_arch = "wasm32"), not(target_os = "android"))
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))]
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mod filesystem_watcher;
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mod handle;
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mod info;
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mod io;
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mod loader;
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mod path;
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mod reflect;
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/// The `bevy_asset` prelude.
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pub mod prelude {
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#[doc(no_inline)]
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pub use crate::{
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AddAsset, AssetEvent, AssetPlugin, AssetServer, Assets, Handle, HandleUntyped,
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};
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}
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pub use anyhow::Error;
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pub use asset_server::*;
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pub use assets::*;
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pub use bevy_utils::BoxedFuture;
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pub use handle::*;
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pub use info::*;
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pub use io::*;
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pub use loader::*;
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pub use path::*;
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pub use reflect::*;
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use bevy_app::{prelude::Plugin, App};
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use bevy_ecs::schedule::{StageLabel, SystemStage};
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/// The names of asset stages in an [`App`] schedule.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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pub enum AssetStage {
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/// The stage where asset storages are updated.
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LoadAssets,
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/// The stage where asset events are generated.
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AssetEvents,
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}
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/// Adds support for Assets to an App.
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///
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/// Assets are typed collections with change tracking, which are added as App Resources. Examples of
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/// assets: textures, sounds, 3d models, maps, scenes
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pub struct AssetPlugin {
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/// The base folder where assets are loaded from, relative to the executable.
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pub asset_folder: String,
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/// Whether to watch for changes in asset files. Requires the `filesystem_watcher` feature,
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/// and cannot be supported on the wasm32 arch nor android os.
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pub watch_for_changes: bool,
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}
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impl Default for AssetPlugin {
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fn default() -> Self {
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Self {
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asset_folder: "assets".to_string(),
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watch_for_changes: false,
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}
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}
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}
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impl AssetPlugin {
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/// Creates an instance of the platform's default `AssetIo`.
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///
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/// This is useful when providing a custom `AssetIo` instance that needs to
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/// delegate to the default `AssetIo` for the platform.
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pub fn create_platform_default_asset_io(&self) -> Box<dyn AssetIo> {
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#[cfg(all(not(target_arch = "wasm32"), not(target_os = "android")))]
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let source = FileAssetIo::new(&self.asset_folder, self.watch_for_changes);
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#[cfg(target_arch = "wasm32")]
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let source = WasmAssetIo::new(&self.asset_folder);
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#[cfg(target_os = "android")]
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let source = AndroidAssetIo::new(&self.asset_folder);
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Box::new(source)
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}
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}
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impl Plugin for AssetPlugin {
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fn build(&self, app: &mut App) {
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if !app.world.contains_resource::<AssetServer>() {
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let source = self.create_platform_default_asset_io();
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let asset_server = AssetServer::with_boxed_io(source);
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app.insert_resource(asset_server);
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}
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app.add_stage_before(
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bevy_app::CoreStage::PreUpdate,
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AssetStage::LoadAssets,
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SystemStage::parallel(),
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)
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.add_stage_after(
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bevy_app::CoreStage::PostUpdate,
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AssetStage::AssetEvents,
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SystemStage::parallel(),
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)
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.register_type::<HandleId>()
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.add_system_to_stage(
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bevy_app::CoreStage::PreUpdate,
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asset_server::free_unused_assets_system,
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);
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#[cfg(all(
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feature = "filesystem_watcher",
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all(not(target_arch = "wasm32"), not(target_os = "android"))
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))]
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app.add_system_to_stage(AssetStage::LoadAssets, io::filesystem_watcher_system);
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}
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}
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