1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
//! Built-in plugin for asset support.
//!
//! This plugin allows a bevy app to work with assets from the filesystem (or [another source]),
//! providing an [asset server] for loading and processing [`Asset`]s and storing them in an
//! [asset storage] to be accessed by systems.
//!
//! [another source]: trait.AssetIo.html
//! [asset server]: struct.AssetServer.html
//! [asset storage]: struct.Assets.html

#![warn(missing_docs)]

mod asset_server;
mod assets;
#[cfg(feature = "debug_asset_server")]
pub mod debug_asset_server;
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;
mod reflect;

/// The `bevy_asset` prelude.
pub mod prelude {
    #[doc(hidden)]
    pub use crate::{
        AddAsset, AssetEvent, AssetPlugin, AssetServer, Assets, Handle, HandleUntyped,
    };
}

pub use anyhow::Error;
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::*;
pub use reflect::*;

use bevy_app::prelude::*;
use bevy_ecs::prelude::*;

/// [`SystemSet`]s for asset loading in an [`App`] schedule.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
#[system_set(base)]
pub enum AssetSet {
    /// Asset storages are updated.
    LoadAssets,
    /// Asset events are generated.
    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(Debug, Clone)]
pub struct AssetPlugin {
    /// The base folder where assets are loaded from, relative to the executable.
    pub asset_folder: String,
    /// Whether to watch for changes in asset files. Requires the `filesystem_watcher` feature,
    /// and cannot be supported on the wasm32 arch nor android os.
    pub watch_for_changes: bool,
}

impl Default for AssetPlugin {
    fn default() -> Self {
        Self {
            asset_folder: "assets".to_string(),
            watch_for_changes: false,
        }
    }
}

impl AssetPlugin {
    /// Creates an instance of the platform's 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(&self) -> Box<dyn AssetIo> {
        #[cfg(all(not(target_arch = "wasm32"), not(target_os = "android")))]
        let source = FileAssetIo::new(&self.asset_folder, self.watch_for_changes);
        #[cfg(target_arch = "wasm32")]
        let source = WasmAssetIo::new(&self.asset_folder);
        #[cfg(target_os = "android")]
        let source = AndroidAssetIo::new(&self.asset_folder);

        Box::new(source)
    }
}

impl Plugin for AssetPlugin {
    fn build(&self, app: &mut App) {
        if !app.world.contains_resource::<AssetServer>() {
            let source = self.create_platform_default_asset_io();
            let asset_server = AssetServer::with_boxed_io(source);
            app.insert_resource(asset_server);
        }

        app.register_type::<HandleId>();

        app.configure_set(
            AssetSet::LoadAssets
                .before(CoreSet::PreUpdate)
                .after(CoreSet::First),
        )
        .configure_set(
            AssetSet::AssetEvents
                .after(CoreSet::PostUpdate)
                .before(CoreSet::Last),
        )
        .add_system(asset_server::free_unused_assets_system.in_base_set(CoreSet::PreUpdate));

        #[cfg(all(
            feature = "filesystem_watcher",
            all(not(target_arch = "wasm32"), not(target_os = "android"))
        ))]
        app.add_system(io::filesystem_watcher_system.in_base_set(AssetSet::LoadAssets));
    }
}