[](https://crates.io/crates/rasset)
[](https://docs.rs/rasset)
[](LICENSE)
[](https://github.com/levilovie/rasset/actions/workflows/ci.yml/)
# Rust Asset System
Rasset is a library that provides proc macros to serialize Rust structs into a binary file at build time and deserialize at runtime.
## Quick start
Please take a look at [examples](./examples/) and the [template](./template).
```rust
asset_def! {
Sprite: {
size: (u32, u32),
texture: String,
}
}
assets!(
PlayerSprite: Sprite {
size: (64, 64),
texture: "path/to/player_texture.png".to_string(),
},
EnemySprite: Sprite {
size: (32, 32),
texture: "path/to/enemy_texture.png".to_string(),
}
);
fn main() -> Result<(), Error> {
let compiled_assets = compile_assets()?;
let registry = Registry::builder()
.reg_type::<Sprite>()
.load(&compiled_assets)?;
println!("Loaded registry with {} assets", registry.amount());
println!("Player: {:?}", registry.get_asset::<Sprite>("PlayerSprite"));
println!("Enemy: {:?}", registry.get_asset::<Sprite>("EnemySprite"));
Ok(())
}
```
## Documentation
### Asset definiton
Proc macro `asset_def` creates a struct for the asset type.
### Asset declaration
Proc macro `assets` takes instances of a struct defined in `asset_def` and creates a `compile_assets` func.
Proc macro `asset_file` takes a [YAML](https://en.wikipedia.org/wiki/YAML) file and generates assets from there, similar to `assets`. Example:
```yaml
- name: Player
type: Sprite
metadata:
size: [64, 64]
texture: "/path/to/player/texture/"
- name: Enemy
type: Sprite
metadata:
size: [32, 32]
texture: "/path/to/enemy/texture/"
```
YAML supports there tags:
- `!Rust`: Instead of storing the string, parser with interpret the data as a Rust expression. `texture: !Rust include_bytes!("texture.png").to_vec()`
- `!IncludeBytes`: Generates `include_bytes!(STRING)`.
- `!IncludeStr`: Generates `include_str!(STRING)`.
- `!IncludeVec`: Generates `include_bytes!(STRING).to_vec()`.