Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}
// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};
// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
		
	
			
		
			
				
	
	
		
			94 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			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()
 | |
|     });
 | |
| }
 |