bevy/examples/asset/custom_asset_io.rs
Alice Cecile 557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00

94 lines
3.0 KiB
Rust

use bevy::{
asset::{AssetIo, AssetIoError},
prelude::*,
utils::BoxedFuture,
};
use std::path::{Path, PathBuf};
/// A custom asset io implementation that simply defers to the platform default
/// implementation.
///
/// This can be used as a starting point for developing a useful implementation
/// that can defer to the default when needed.
struct CustomAssetIo(Box<dyn AssetIo>);
impl AssetIo for CustomAssetIo {
fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result<Vec<u8>, AssetIoError>> {
info!("load_path({:?})", path);
self.0.load_path(path)
}
fn read_directory(
&self,
path: &Path,
) -> Result<Box<dyn Iterator<Item = PathBuf>>, AssetIoError> {
info!("read_directory({:?})", path);
self.0.read_directory(path)
}
fn is_directory(&self, path: &Path) -> bool {
info!("is_directory({:?})", path);
self.0.is_directory(path)
}
fn watch_path_for_changes(&self, path: &Path) -> Result<(), AssetIoError> {
info!("watch_path_for_changes({:?})", path);
self.0.watch_path_for_changes(path)
}
fn watch_for_changes(&self) -> Result<(), AssetIoError> {
info!("watch_for_changes()");
self.0.watch_for_changes()
}
}
/// A plugin used to execute the override of the asset io
struct CustomAssetIoPlugin;
impl Plugin for CustomAssetIoPlugin {
fn build(&self, app: &mut App) {
// must get a hold of the task pool in order to create the asset server
let task_pool = app.world.resource::<bevy::tasks::IoTaskPool>().0.clone();
let asset_io = {
// the platform default asset io requires a reference to the app
// builder to find its configuration
let default_io = bevy::asset::create_platform_default_asset_io(app);
// create the custom asset io instance
CustomAssetIo(default_io)
};
// the asset server is constructed and added the resource manager
app.insert_resource(AssetServer::new(asset_io, task_pool));
}
}
fn main() {
App::new()
.add_plugins_with(DefaultPlugins, |group| {
// the custom asset io plugin must be inserted in-between the
// `CorePlugin' and `AssetPlugin`. It needs to be after the
// CorePlugin, so that the IO task pool has already been constructed.
// And it must be before the `AssetPlugin` so that the asset plugin
// doesn't create another instance of an asset server. In general,
// the AssetPlugin should still run so that other aspects of the
// asset system are initialized correctly.
group.add_before::<bevy::asset::AssetPlugin, _>(CustomAssetIoPlugin)
})
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..Default::default()
});
}