bevy/crates/bevy_asset/src/lib.rs
Lucas Rocha b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00

122 lines
3.3 KiB
Rust

mod asset_server;
mod assets;
pub mod diagnostic;
#[cfg(all(
feature = "filesystem_watcher",
all(not(target_arch = "wasm32"), not(target_os = "android"))
))]
mod filesystem_watcher;
mod handle;
mod info;
mod io;
mod loader;
mod path;
pub mod prelude {
#[doc(hidden)]
pub use crate::{AddAsset, AssetEvent, AssetServer, Assets, Handle, HandleUntyped};
}
pub use asset_server::*;
pub use assets::*;
pub use bevy_utils::BoxedFuture;
pub use handle::*;
pub use info::*;
pub use io::*;
pub use loader::*;
pub use path::*;
use bevy_app::{prelude::Plugin, AppBuilder};
use bevy_ecs::{
schedule::{StageLabel, SystemStage},
system::IntoSystem,
};
use bevy_tasks::IoTaskPool;
/// The names of asset stages in an App Schedule
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
pub enum AssetStage {
LoadAssets,
AssetEvents,
}
/// Adds support for Assets to an App. Assets are typed collections with change tracking, which are
/// added as App Resources. Examples of assets: textures, sounds, 3d models, maps, scenes
#[derive(Default)]
pub struct AssetPlugin;
pub struct AssetServerSettings {
pub asset_folder: String,
}
impl Default for AssetServerSettings {
fn default() -> Self {
Self {
asset_folder: "assets".to_string(),
}
}
}
/// Create an instance of the platform default `AssetIo`
///
/// This is useful when providing a custom `AssetIo` instance that needs to
/// delegate to the default `AssetIo` for the platform.
pub fn create_platform_default_asset_io(app: &mut AppBuilder) -> Box<dyn AssetIo> {
let settings = app
.world_mut()
.get_resource_or_insert_with(AssetServerSettings::default);
#[cfg(all(not(target_arch = "wasm32"), not(target_os = "android")))]
let source = FileAssetIo::new(&settings.asset_folder);
#[cfg(target_arch = "wasm32")]
let source = WasmAssetIo::new(&settings.asset_folder);
#[cfg(target_os = "android")]
let source = AndroidAssetIo::new(&settings.asset_folder);
Box::new(source)
}
impl Plugin for AssetPlugin {
fn build(&self, app: &mut AppBuilder) {
if app.world().get_resource::<AssetServer>().is_none() {
let task_pool = app
.world()
.get_resource::<IoTaskPool>()
.expect("`IoTaskPool` resource not found.")
.0
.clone();
let source = create_platform_default_asset_io(app);
let asset_server = AssetServer::with_boxed_io(source, task_pool);
app.insert_resource(asset_server);
}
app.add_stage_before(
bevy_app::CoreStage::PreUpdate,
AssetStage::LoadAssets,
SystemStage::parallel(),
)
.add_stage_after(
bevy_app::CoreStage::PostUpdate,
AssetStage::AssetEvents,
SystemStage::parallel(),
)
.register_type::<HandleId>()
.add_system_to_stage(
bevy_app::CoreStage::PreUpdate,
asset_server::free_unused_assets_system.system(),
);
#[cfg(all(
feature = "filesystem_watcher",
all(not(target_arch = "wasm32"), not(target_os = "android"))
))]
app.add_system_to_stage(
AssetStage::LoadAssets,
io::filesystem_watcher_system.system(),
);
}
}