 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
		
			
				
	
	
		
			98 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Implements a custom asset io loader.
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| //! An [`AssetIo`] is what the asset server uses to read the raw bytes of assets.
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| //! It does not know anything about the asset formats, only how to talk to the underlying storage.
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| 
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| use bevy::{
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|     asset::{AssetIo, AssetIoError, Metadata},
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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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| 
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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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| 
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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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|         info!("load_path({:?})", path);
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|         self.0.load_path(path)
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|     }
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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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|         info!("read_directory({:?})", path);
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|         self.0.read_directory(path)
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|     }
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| 
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|     fn watch_path_for_changes(&self, path: &Path) -> Result<(), AssetIoError> {
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|         info!("watch_path_for_changes({:?})", path);
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|         self.0.watch_path_for_changes(path)
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|     }
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| 
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|     fn watch_for_changes(&self) -> Result<(), AssetIoError> {
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|         info!("watch_for_changes()");
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|         self.0.watch_for_changes()
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|     }
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| 
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|     fn get_metadata(&self, path: &Path) -> Result<Metadata, AssetIoError> {
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|         info!("get_metadata({:?})", path);
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|         self.0.get_metadata(path)
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|     }
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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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| 
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| impl Plugin for CustomAssetIoPlugin {
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|     fn build(&self, app: &mut App) {
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|         // must get a hold of the task pool in order to create the asset server
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| 
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|         let task_pool = app.world.resource::<bevy::tasks::IoTaskPool>().0.clone();
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| 
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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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| 
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|             let default_io = bevy::asset::create_platform_default_asset_io(app);
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| 
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|             // create the custom asset io instance
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| 
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|             CustomAssetIo(default_io)
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|         };
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| 
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|         // the asset server is constructed and added the resource manager
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| 
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|         app.insert_resource(AssetServer::new(asset_io, task_pool));
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|     }
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| }
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| 
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| fn main() {
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|     App::new()
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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 asset 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)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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|     commands.spawn_bundle(SpriteBundle {
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|         texture: asset_server.load("branding/icon.png"),
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|         ..default()
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|     });
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| }
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