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use crate::{
update_asset_storage_system, Asset, AssetEvents, AssetLoader, AssetServer, Handle, HandleId,
LoadAssets, RefChange, ReflectAsset, ReflectHandle,
};
use bevy_app::App;
use bevy_ecs::prelude::*;
use bevy_ecs::reflect::AppTypeRegistry;
use bevy_reflect::{FromReflect, GetTypeRegistration, Reflect};
use bevy_utils::HashMap;
use crossbeam_channel::Sender;
use std::fmt::Debug;
/// Events that involve assets of type `T`.
///
/// Events sent via the [`Assets`] struct will always be sent with a _Weak_ handle, because the
/// asset may not exist by the time the event is handled.
#[derive(Event)]
pub enum AssetEvent<T: Asset> {
#[allow(missing_docs)]
Created { handle: Handle<T> },
#[allow(missing_docs)]
Modified { handle: Handle<T> },
#[allow(missing_docs)]
Removed { handle: Handle<T> },
}
impl<T: Asset> Debug for AssetEvent<T> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
AssetEvent::Created { handle } => f
.debug_struct(&format!(
"AssetEvent<{}>::Created",
std::any::type_name::<T>()
))
.field("handle", &handle.id())
.finish(),
AssetEvent::Modified { handle } => f
.debug_struct(&format!(
"AssetEvent<{}>::Modified",
std::any::type_name::<T>()
))
.field("handle", &handle.id())
.finish(),
AssetEvent::Removed { handle } => f
.debug_struct(&format!(
"AssetEvent<{}>::Removed",
std::any::type_name::<T>()
))
.field("handle", &handle.id())
.finish(),
}
}
}
/// Stores Assets of a given type and tracks changes to them.
///
/// Each asset is mapped by a unique [`HandleId`], allowing any [`Handle`] with the same
/// [`HandleId`] to access it. These assets remain loaded for as long as a Strong handle to that
/// asset exists.
///
/// To store a reference to an asset without forcing it to stay loaded, you can use a Weak handle.
/// To make a Weak handle a Strong one, use [`Assets::get_handle`] or pass the `Assets` collection
/// into the handle's [`make_strong`](Handle::make_strong) method.
///
/// Remember, if there are no Strong handles for an asset (i.e. they have all been dropped), the
/// asset will unload. Make sure you always have a Strong handle when you want to keep an asset
/// loaded!
#[derive(Debug, Resource)]
pub struct Assets<T: Asset> {
assets: HashMap<HandleId, T>,
events: Events<AssetEvent<T>>,
pub(crate) ref_change_sender: Sender<RefChange>,
}
impl<T: Asset> Assets<T> {
pub(crate) fn new(ref_change_sender: Sender<RefChange>) -> Self {
Assets {
assets: HashMap::default(),
events: Events::default(),
ref_change_sender,
}
}
/// Adds an asset to the collection, returning a Strong handle to that asset.
///
/// # Events
///
/// * [`AssetEvent::Created`]
pub fn add(&mut self, asset: T) -> Handle<T> {
let id = HandleId::random::<T>();
self.assets.insert(id, asset);
self.events.send(AssetEvent::Created {
handle: Handle::weak(id),
});
self.get_handle(id)
}
/// Add/modify the asset pointed to by the given handle.
///
/// Unless there exists another Strong handle for this asset, it's advised to use the returned
/// Strong handle. Not doing so may result in the unexpected release of the asset.
///
/// See [`set_untracked`](Assets::set_untracked) for more info.
#[must_use = "not using the returned strong handle may result in the unexpected release of the asset"]
pub fn set<H: Into<HandleId>>(&mut self, handle: H, asset: T) -> Handle<T> {
let id: HandleId = handle.into();
self.set_untracked(id, asset);
self.get_handle(id)
}
/// Add/modify the asset pointed to by the given handle.
///
/// If an asset already exists with the given [`HandleId`], it will be modified. Otherwise the
/// new asset will be inserted.
///
/// # Events
///
/// * [`AssetEvent::Created`]: Sent if the asset did not yet exist with the given handle.
/// * [`AssetEvent::Modified`]: Sent if the asset with given handle already existed.
pub fn set_untracked<H: Into<HandleId>>(&mut self, handle: H, asset: T) {
let id: HandleId = handle.into();
if self.assets.insert(id, asset).is_some() {
self.events.send(AssetEvent::Modified {
handle: Handle::weak(id),
});
} else {
self.events.send(AssetEvent::Created {
handle: Handle::weak(id),
});
}
}
/// Gets the asset for the given handle.
///
/// This is the main method for accessing asset data from an [Assets] collection. If you need
/// mutable access to the asset, use [`get_mut`](Assets::get_mut).
pub fn get(&self, handle: &Handle<T>) -> Option<&T> {
self.assets.get::<HandleId>(&handle.into())
}
/// Checks if an asset exists for the given handle
pub fn contains(&self, handle: &Handle<T>) -> bool {
self.assets.contains_key::<HandleId>(&handle.into())
}
/// Get mutable access to the asset for the given handle.
///
/// This is the main method for mutably accessing asset data from an [Assets] collection. If you
/// do not need mutable access to the asset, you may also use [get](Assets::get).
pub fn get_mut(&mut self, handle: &Handle<T>) -> Option<&mut T> {
let id: HandleId = handle.into();
self.events.send(AssetEvent::Modified {
handle: Handle::weak(id),
});
self.assets.get_mut(&id)
}
/// Gets a _Strong_ handle pointing to the same asset as the given one.
pub fn get_handle<H: Into<HandleId>>(&self, handle: H) -> Handle<T> {
Handle::strong(handle.into(), self.ref_change_sender.clone())
}
/// Gets mutable access to an asset for the given handle, inserting a new value if none exists.
///
/// # Events
///
/// * [`AssetEvent::Created`]: Sent if the asset did not yet exist with the given handle.
pub fn get_or_insert_with<H: Into<HandleId>>(
&mut self,
handle: H,
insert_fn: impl FnOnce() -> T,
) -> &mut T {
let mut event = None;
let id: HandleId = handle.into();
let borrowed = self.assets.entry(id).or_insert_with(|| {
event = Some(AssetEvent::Created {
handle: Handle::weak(id),
});
insert_fn()
});
if let Some(event) = event {
self.events.send(event);
}
borrowed
}
/// Gets an iterator over all assets in the collection.
pub fn iter(&self) -> impl Iterator<Item = (HandleId, &T)> {
self.assets.iter().map(|(k, v)| (*k, v))
}
/// Gets a mutable iterator over all assets in the collection.
pub fn iter_mut(&mut self) -> impl Iterator<Item = (HandleId, &mut T)> {
self.assets.iter_mut().map(|(k, v)| {
self.events.send(AssetEvent::Modified {
handle: Handle::weak(*k),
});
(*k, v)
})
}
/// Gets an iterator over all [`HandleId`]'s in the collection.
pub fn ids(&self) -> impl Iterator<Item = HandleId> + '_ {
self.assets.keys().cloned()
}
/// Removes an asset for the given handle.
///
/// The asset is returned if it existed in the collection, otherwise `None`.
///
/// # Events
///
/// * [`AssetEvent::Removed`]
pub fn remove<H: Into<HandleId>>(&mut self, handle: H) -> Option<T> {
let id: HandleId = handle.into();
let asset = self.assets.remove(&id);
if asset.is_some() {
self.events.send(AssetEvent::Removed {
handle: Handle::weak(id),
});
}
asset
}
/// Clears the inner asset map, removing all key-value pairs.
///
/// Keeps the allocated memory for reuse.
pub fn clear(&mut self) {
self.assets.clear();
}
/// Reserves capacity for at least additional more elements to be inserted into the assets.
///
/// The collection may reserve more space to avoid frequent reallocations.
pub fn reserve(&mut self, additional: usize) {
self.assets.reserve(additional);
}
/// Shrinks the capacity of the asset map as much as possible.
///
/// It will drop down as much as possible while maintaining the internal rules and possibly
/// leaving some space in accordance with the resize policy.
pub fn shrink_to_fit(&mut self) {
self.assets.shrink_to_fit();
}
/// A system that creates [`AssetEvent`]s at the end of the frame based on changes in the
/// asset storage.
pub fn asset_event_system(
mut events: EventWriter<AssetEvent<T>>,
mut assets: ResMut<Assets<T>>,
) {
// Check if the events are empty before calling `drain`.
// As `drain` triggers change detection.
if !assets.events.is_empty() {
events.send_batch(assets.events.drain());
}
}
/// Gets the number of assets in the collection.
pub fn len(&self) -> usize {
self.assets.len()
}
/// Returns `true` if there are no stored assets.
pub fn is_empty(&self) -> bool {
self.assets.is_empty()
}
}
/// [`App`] extension methods for adding new asset types.
pub trait AddAsset {
/// Registers `T` as a supported asset in the application.
///
/// Adding the same type again after it has been added does nothing.
fn add_asset<T>(&mut self) -> &mut Self
where
T: Asset;
/// Registers the asset type `T` using [`App::register_type`],
/// and adds [`ReflectAsset`] type data to `T` and [`ReflectHandle`] type data to [`Handle<T>`] in the type registry.
///
/// This enables reflection code to access assets. For detailed information, see the docs on [`ReflectAsset`] and [`ReflectHandle`].
fn register_asset_reflect<T>(&mut self) -> &mut Self
where
T: Asset + Reflect + FromReflect + GetTypeRegistration;
/// Registers `T` as a supported internal asset in the application.
///
/// Internal assets (e.g. shaders) are bundled directly into the app and can't be hot reloaded
/// using the conventional API. See `DebugAssetServerPlugin`.
///
/// Adding the same type again after it has been added does nothing.
fn add_debug_asset<T: Clone>(&mut self) -> &mut Self
where
T: Asset;
/// Adds an asset loader `T` using default values.
///
/// The default values may come from the [`World`] or from `T::default()`.
fn init_asset_loader<T>(&mut self) -> &mut Self
where
T: AssetLoader + FromWorld;
/// Adds an asset loader `T` for internal assets using default values.
///
/// Internal assets (e.g. shaders) are bundled directly into the app and can't be hot reloaded
/// using the conventional API. See `DebugAssetServerPlugin`.
///
/// The default values may come from the [`World`] or from `T::default()`.
fn init_debug_asset_loader<T>(&mut self) -> &mut Self
where
T: AssetLoader + FromWorld;
/// Adds the provided asset loader to the application.
fn add_asset_loader<T>(&mut self, loader: T) -> &mut Self
where
T: AssetLoader;
/// Preregisters a loader for the given extensions, that will block asset loads until a real loader
/// is registered.
fn preregister_asset_loader(&mut self, extensions: &[&str]) -> &mut Self;
}
impl AddAsset for App {
fn add_asset<T>(&mut self) -> &mut Self
where
T: Asset,
{
if self.world.contains_resource::<Assets<T>>() {
return self;
}
let assets = {
let asset_server = self.world.resource::<AssetServer>();
asset_server.register_asset_type::<T>()
};
self.insert_resource(assets)
.add_systems(LoadAssets, update_asset_storage_system::<T>)
.add_systems(AssetEvents, Assets::<T>::asset_event_system)
.register_type::<Handle<T>>()
.add_event::<AssetEvent<T>>()
}
fn register_asset_reflect<T>(&mut self) -> &mut Self
where
T: Asset + Reflect + FromReflect + GetTypeRegistration,
{
let type_registry = self.world.resource::<AppTypeRegistry>();
{
let mut type_registry = type_registry.write();
type_registry.register::<T>();
type_registry.register::<Handle<T>>();
type_registry.register_type_data::<T, ReflectAsset>();
type_registry.register_type_data::<Handle<T>, ReflectHandle>();
}
self
}
fn add_debug_asset<T: Clone>(&mut self) -> &mut Self
where
T: Asset,
{
#[cfg(feature = "debug_asset_server")]
{
self.add_systems(
bevy_app::Update,
crate::debug_asset_server::sync_debug_assets::<T>,
);
let mut app = self
.world
.non_send_resource_mut::<crate::debug_asset_server::DebugAssetApp>();
app.add_asset::<T>()
.init_resource::<crate::debug_asset_server::HandleMap<T>>();
}
self
}
fn init_asset_loader<T>(&mut self) -> &mut Self
where
T: AssetLoader + FromWorld,
{
let result = T::from_world(&mut self.world);
self.add_asset_loader(result)
}
fn init_debug_asset_loader<T>(&mut self) -> &mut Self
where
T: AssetLoader + FromWorld,
{
#[cfg(feature = "debug_asset_server")]
{
let mut app = self
.world
.non_send_resource_mut::<crate::debug_asset_server::DebugAssetApp>();
app.init_asset_loader::<T>();
}
self
}
fn add_asset_loader<T>(&mut self, loader: T) -> &mut Self
where
T: AssetLoader,
{
self.world.resource_mut::<AssetServer>().add_loader(loader);
self
}
fn preregister_asset_loader(&mut self, extensions: &[&str]) -> &mut Self {
self.world
.resource_mut::<AssetServer>()
.preregister_loader(extensions);
self
}
}
/// Loads an internal asset from a project source file.
/// the file and its path are passed to the loader function, together with any additional parameters.
/// the resulting asset is stored in the app's asset server.
///
/// Internal assets (e.g. shaders) are bundled directly into the app and can't be hot reloaded
/// using the conventional API. See [`DebugAssetServerPlugin`](crate::debug_asset_server::DebugAssetServerPlugin).
#[cfg(feature = "debug_asset_server")]
#[macro_export]
macro_rules! load_internal_asset {
($app: ident, $handle: ident, $path_str: expr, $loader: expr) => {{
{
let mut debug_app = $app
.world
.non_send_resource_mut::<$crate::debug_asset_server::DebugAssetApp>();
$crate::debug_asset_server::register_handle_with_loader::<_, &'static str>(
$loader,
&mut debug_app,
$handle,
file!(),
$path_str,
);
}
let mut assets = $app.world.resource_mut::<$crate::Assets<_>>();
assets.set_untracked(
$handle,
($loader)(
include_str!($path_str),
std::path::Path::new(file!())
.parent()
.unwrap()
.join($path_str)
.to_string_lossy(),
)
);
}};
// we can't support params without variadic arguments, so internal assets with additional params can't be hot-reloaded
($app: ident, $handle: ident, $path_str: expr, $loader: expr $(, $param:expr)+) => {{
let mut assets = $app.world.resource_mut::<$crate::Assets<_>>();
assets.set_untracked(
$handle,
($loader)(
include_str!($path_str),
std::path::Path::new(file!())
.parent()
.unwrap()
.join($path_str)
.to_string_lossy(),
$($param),+
),
);
}};
}
/// Loads an internal asset from a project source file.
/// the file and its path are passed to the loader function, together with any additional parameters.
/// the resulting asset is stored in the app's asset server.
///
/// Internal assets (e.g. shaders) are bundled directly into the app and can't be hot reloaded
/// using the conventional API. See `DebugAssetServerPlugin`.
#[cfg(not(feature = "debug_asset_server"))]
#[macro_export]
macro_rules! load_internal_asset {
($app: ident, $handle: ident, $path_str: expr, $loader: expr $(, $param:expr)*) => {{
let mut assets = $app.world.resource_mut::<$crate::Assets<_>>();
assets.set_untracked(
$handle,
($loader)(
include_str!($path_str),
std::path::Path::new(file!())
.parent()
.unwrap()
.join($path_str)
.to_string_lossy(),
$($param),*
),
);
}};
}
/// Loads an internal binary asset.
///
/// Internal binary assets (e.g. spir-v shaders) are bundled directly into the app and can't be hot reloaded
/// using the conventional API. See `DebugAssetServerPlugin`.
#[cfg(feature = "debug_asset_server")]
#[macro_export]
macro_rules! load_internal_binary_asset {
($app: ident, $handle: ident, $path_str: expr, $loader: expr) => {{
{
let mut debug_app = $app
.world
.non_send_resource_mut::<$crate::debug_asset_server::DebugAssetApp>();
$crate::debug_asset_server::register_handle_with_loader::<_, &'static [u8]>(
$loader,
&mut debug_app,
$handle,
file!(),
$path_str,
);
}
let mut assets = $app.world.resource_mut::<$crate::Assets<_>>();
assets.set_untracked(
$handle,
($loader)(
include_bytes!($path_str).as_ref(),
std::path::Path::new(file!())
.parent()
.unwrap()
.join($path_str)
.to_string_lossy()
.into(),
),
);
}};
}
/// Loads an internal binary asset.
///
/// Internal binary assets (e.g. spir-v shaders) are bundled directly into the app and can't be hot reloaded
/// using the conventional API. See `DebugAssetServerPlugin`.
#[cfg(not(feature = "debug_asset_server"))]
#[macro_export]
macro_rules! load_internal_binary_asset {
($app: ident, $handle: ident, $path_str: expr, $loader: expr) => {{
let mut assets = $app.world.resource_mut::<$crate::Assets<_>>();
assets.set_untracked(
$handle,
($loader)(
include_bytes!($path_str).as_ref(),
std::path::Path::new(file!())
.parent()
.unwrap()
.join($path_str)
.to_string_lossy()
.into(),
),
);
}};
}
#[cfg(test)]
mod tests {
use bevy_app::App;
use crate::{AddAsset, Assets};
#[test]
fn asset_overwriting() {
#[derive(bevy_reflect::TypeUuid, bevy_reflect::TypePath)]
#[uuid = "44115972-f31b-46e5-be5c-2b9aece6a52f"]
struct MyAsset;
let mut app = App::new();
app.add_plugins((
bevy_core::TaskPoolPlugin::default(),
bevy_core::TypeRegistrationPlugin::default(),
crate::AssetPlugin::default(),
));
app.add_asset::<MyAsset>();
let mut assets_before = app.world.resource_mut::<Assets<MyAsset>>();
let handle = assets_before.add(MyAsset);
app.add_asset::<MyAsset>(); // Ensure this doesn't overwrite the Asset
let assets_after = app.world.resource_mut::<Assets<MyAsset>>();
assert!(assets_after.get(&handle).is_some());
}
}