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use crate::{
path::AssetPath, AssetIo, AssetIoError, AssetMeta, AssetServer, Assets, Handle, HandleId,
HandleUntyped, RefChangeChannel,
};
use anyhow::Error;
use anyhow::Result;
use bevy_ecs::system::{Res, ResMut};
use bevy_reflect::TypePath;
use bevy_reflect::{TypeUuid, TypeUuidDynamic};
use bevy_utils::{BoxedFuture, HashMap};
use crossbeam_channel::{Receiver, Sender};
use downcast_rs::{impl_downcast, Downcast};
use std::path::Path;
/// A loader for an asset source.
///
/// Types implementing this trait are used by the [`AssetServer`] to load assets
/// into their respective asset storages.
pub trait AssetLoader: Send + Sync + 'static {
/// Processes the asset in an asynchronous closure.
fn load<'a>(
&'a self,
bytes: &'a [u8],
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<(), Error>>;
/// Returns a list of extensions supported by this asset loader, without the preceding dot.
fn extensions(&self) -> &[&str];
}
/// An essential piece of data of an application.
///
/// Assets are the building blocks of games. They can be anything, from images and sounds to scenes
/// and scripts. In Bevy, an asset is any struct that has an unique type id, as shown below:
///
/// ```rust
/// use bevy_reflect::{TypePath, TypeUuid};
/// use serde::Deserialize;
///
/// #[derive(Debug, Deserialize, TypeUuid, TypePath)]
/// #[uuid = "39cadc56-aa9c-4543-8640-a018b74b5052"]
/// pub struct CustomAsset {
/// pub value: i32,
/// }
/// # fn is_asset<T: bevy_asset::Asset>() {}
/// # is_asset::<CustomAsset>();
/// ```
///
/// See the `assets/custom_asset.rs` example in the repository for more details.
///
/// In order to load assets into your game you must either add them manually to an asset storage
/// with [`Assets::add`] or load them from the filesystem with [`AssetServer::load`].
pub trait Asset: TypeUuid + TypePath + AssetDynamic {}
/// An untyped version of the [`Asset`] trait.
pub trait AssetDynamic: Downcast + TypeUuidDynamic + Send + Sync + 'static {}
impl_downcast!(AssetDynamic);
impl<T> Asset for T where T: TypeUuid + TypePath + AssetDynamic + TypeUuidDynamic {}
impl<T> AssetDynamic for T where T: Send + Sync + 'static + TypeUuidDynamic {}
/// A complete asset processed in an [`AssetLoader`].
pub struct LoadedAsset<T: Asset> {
pub(crate) value: Option<T>,
pub(crate) dependencies: Vec<AssetPath<'static>>,
}
impl<T: Asset> LoadedAsset<T> {
/// Creates a new loaded asset.
pub fn new(value: T) -> Self {
Self {
value: Some(value),
dependencies: Vec::new(),
}
}
/// Adds a dependency on another asset at the provided path.
pub fn add_dependency(&mut self, asset_path: AssetPath) {
self.dependencies.push(asset_path.to_owned());
}
/// Adds a dependency on another asset at the provided path.
#[must_use]
pub fn with_dependency(mut self, asset_path: AssetPath) -> Self {
self.add_dependency(asset_path);
self
}
/// Adds dependencies on other assets at the provided paths.
#[must_use]
pub fn with_dependencies(mut self, asset_paths: Vec<AssetPath<'static>>) -> Self {
for asset_path in asset_paths {
self.add_dependency(asset_path);
}
self
}
}
pub(crate) struct BoxedLoadedAsset {
pub(crate) value: Option<Box<dyn AssetDynamic>>,
pub(crate) dependencies: Vec<AssetPath<'static>>,
}
impl<T: Asset> From<LoadedAsset<T>> for BoxedLoadedAsset {
fn from(asset: LoadedAsset<T>) -> Self {
BoxedLoadedAsset {
value: asset
.value
.map(|value| Box::new(value) as Box<dyn AssetDynamic>),
dependencies: asset.dependencies,
}
}
}
/// An asynchronous context where an [`Asset`] is processed.
///
/// The load context is created by the [`AssetServer`] to process an asset source after loading its
/// contents into memory. It is then passed to the appropriate [`AssetLoader`] based on the file
/// extension of the asset's path.
///
/// An asset source can define one or more assets from a single source path. The main asset is set
/// using [`LoadContext::set_default_asset`] and sub-assets are defined with
/// [`LoadContext::set_labeled_asset`].
pub struct LoadContext<'a> {
pub(crate) ref_change_channel: &'a RefChangeChannel,
pub(crate) asset_io: &'a dyn AssetIo,
pub(crate) labeled_assets: HashMap<Option<String>, BoxedLoadedAsset>,
pub(crate) path: &'a Path,
pub(crate) version: usize,
}
impl<'a> LoadContext<'a> {
pub(crate) fn new(
path: &'a Path,
ref_change_channel: &'a RefChangeChannel,
asset_io: &'a dyn AssetIo,
version: usize,
) -> Self {
Self {
ref_change_channel,
asset_io,
labeled_assets: Default::default(),
version,
path,
}
}
/// Gets the source path for this load context.
pub fn path(&self) -> &Path {
self.path
}
/// Returns `true` if the load context contains an asset with the specified label.
pub fn has_labeled_asset(&self, label: &str) -> bool {
self.labeled_assets.contains_key(&Some(label.to_string()))
}
/// Sets the primary asset loaded from the asset source.
pub fn set_default_asset<T: Asset>(&mut self, asset: LoadedAsset<T>) {
self.labeled_assets.insert(None, asset.into());
}
/// Sets a secondary asset loaded from the asset source.
pub fn set_labeled_asset<T: Asset>(&mut self, label: &str, asset: LoadedAsset<T>) -> Handle<T> {
assert!(!label.is_empty());
self.labeled_assets
.insert(Some(label.to_string()), asset.into());
self.get_handle(AssetPath::new_ref(self.path(), Some(label)))
}
/// Gets a strong handle to an asset of type `T` from its id.
pub fn get_handle<I: Into<HandleId>, T: Asset>(&self, id: I) -> Handle<T> {
Handle::strong(id.into(), self.ref_change_channel.sender.clone())
}
/// Gets an untyped strong handle for an asset with the provided id.
pub fn get_handle_untyped<I: Into<HandleId>>(&self, id: I) -> HandleUntyped {
HandleUntyped::strong(id.into(), self.ref_change_channel.sender.clone())
}
/// Reads the contents of the file at the specified path through the [`AssetIo`] associated
/// with this context.
pub async fn read_asset_bytes<P: AsRef<Path>>(&self, path: P) -> Result<Vec<u8>, AssetIoError> {
self.asset_io
.watch_path_for_changes(path.as_ref(), Some(self.path.to_owned()))?;
self.asset_io.load_path(path.as_ref()).await
}
/// Generates metadata for the assets managed by this load context.
pub fn get_asset_metas(&self) -> Vec<AssetMeta> {
let mut asset_metas = Vec::new();
for (label, asset) in &self.labeled_assets {
asset_metas.push(AssetMeta {
dependencies: asset.dependencies.clone(),
label: label.clone(),
type_uuid: asset.value.as_ref().unwrap().type_uuid(),
});
}
asset_metas
}
/// Gets the asset I/O associated with this load context.
pub fn asset_io(&self) -> &dyn AssetIo {
self.asset_io
}
}
/// The result of loading an asset of type `T`.
#[derive(Debug)]
pub struct AssetResult<T> {
/// The asset itself.
pub asset: Box<T>,
/// The unique id of the asset.
pub id: HandleId,
/// Change version.
pub version: usize,
}
/// An event channel used by asset server to update the asset storage of a `T` asset.
#[derive(Debug)]
pub struct AssetLifecycleChannel<T> {
/// The sender endpoint of the channel.
pub sender: Sender<AssetLifecycleEvent<T>>,
/// The receiver endpoint of the channel.
pub receiver: Receiver<AssetLifecycleEvent<T>>,
}
/// Events for the [`AssetLifecycleChannel`].
pub enum AssetLifecycleEvent<T> {
/// An asset was created.
Create(AssetResult<T>),
/// An asset was freed.
Free(HandleId),
}
/// A trait for sending lifecycle notifications from assets in the asset server.
pub trait AssetLifecycle: Downcast + Send + Sync + 'static {
/// Notifies the asset server that a new asset was created.
fn create_asset(&self, id: HandleId, asset: Box<dyn AssetDynamic>, version: usize);
/// Notifies the asset server that an asset was freed.
fn free_asset(&self, id: HandleId);
}
impl_downcast!(AssetLifecycle);
impl<T: AssetDynamic> AssetLifecycle for AssetLifecycleChannel<T> {
fn create_asset(&self, id: HandleId, asset: Box<dyn AssetDynamic>, version: usize) {
if let Ok(asset) = asset.downcast::<T>() {
self.sender
.send(AssetLifecycleEvent::Create(AssetResult {
asset,
id,
version,
}))
.unwrap();
} else {
panic!(
"Failed to downcast asset to {}.",
std::any::type_name::<T>()
);
}
}
fn free_asset(&self, id: HandleId) {
self.sender.send(AssetLifecycleEvent::Free(id)).unwrap();
}
}
impl<T> Default for AssetLifecycleChannel<T> {
fn default() -> Self {
let (sender, receiver) = crossbeam_channel::unbounded();
AssetLifecycleChannel { sender, receiver }
}
}
/// Updates the [`Assets`] collection according to the changes queued up by [`AssetServer`].
pub fn update_asset_storage_system<T: Asset + AssetDynamic>(
asset_server: Res<AssetServer>,
assets: ResMut<Assets<T>>,
) {
asset_server.update_asset_storage(assets);
}