
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
130 lines
3.8 KiB
Rust
130 lines
3.8 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(hidden)]
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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::*;
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use bevy_ecs::prelude::*;
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/// [`SystemSet`]s for asset loading in an [`App`] schedule.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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#[system_set(base)]
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pub enum AssetSet {
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/// Asset storages are updated.
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LoadAssets,
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/// 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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#[derive(Debug, Clone)]
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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.register_type::<HandleId>();
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app.configure_set(
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AssetSet::LoadAssets
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.before(CoreSet::PreUpdate)
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.after(CoreSet::First),
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)
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.configure_set(
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AssetSet::AssetEvents
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.after(CoreSet::PostUpdate)
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.before(CoreSet::Last),
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)
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.add_system(asset_server::free_unused_assets_system.in_base_set(CoreSet::PreUpdate));
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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(io::filesystem_watcher_system.in_base_set(AssetSet::LoadAssets));
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}
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}
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