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assets.rs
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assets.rs
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use crate::{
update_asset_storage_system, Asset, AssetLoader, AssetServer, AssetStage, Handle, HandleId,
RefChange,
};
use bevy_app::{AppBuilder, EventWriter, Events};
use bevy_ecs::{
system::{IntoSystem, ResMut},
world::FromWorld,
};
use bevy_utils::HashMap;
use crossbeam_channel::Sender;
use std::fmt::Debug;
/// Events that happen on assets of type `T`
pub enum AssetEvent<T: Asset> {
Created { handle: Handle<T> },
Modified { handle: Handle<T> },
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.
#[derive(Debug)]
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,
}
}
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)
}
pub fn set<H: Into<HandleId>>(&mut self, handle: H, asset: T) -> Handle<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),
});
}
self.get_handle(id)
}
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),
});
}
}
pub fn get<H: Into<HandleId>>(&self, handle: H) -> Option<&T> {
self.assets.get(&handle.into())
}
pub fn contains<H: Into<HandleId>>(&self, handle: H) -> bool {
self.assets.contains_key(&handle.into())
}
pub fn get_mut<H: Into<HandleId>>(&mut self, handle: H) -> Option<&mut T> {
let id: HandleId = handle.into();
self.events.send(AssetEvent::Modified {
handle: Handle::weak(id),
});
self.assets.get_mut(&id)
}
pub fn get_handle<H: Into<HandleId>>(&self, handle: H) -> Handle<T> {
Handle::strong(handle.into(), self.ref_change_sender.clone())
}
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
}
pub fn iter(&self) -> impl Iterator<Item = (HandleId, &T)> {
self.assets.iter().map(|(k, v)| (*k, v))
}
pub fn ids(&self) -> impl Iterator<Item = HandleId> + '_ {
self.assets.keys().cloned()
}
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()
}
pub fn asset_event_system(
mut events: EventWriter<AssetEvent<T>>,
mut assets: ResMut<Assets<T>>,
) {
events.send_batch(assets.events.drain())
}
pub fn len(&self) -> usize {
self.assets.len()
}
pub fn is_empty(&self) -> bool {
self.assets.is_empty()
}
}
/// [AppBuilder] extension methods for adding new asset types
pub trait AddAsset {
fn add_asset<T>(&mut self) -> &mut Self
where
T: Asset;
fn init_asset_loader<T>(&mut self) -> &mut Self
where
T: AssetLoader + FromWorld;
fn add_asset_loader<T>(&mut self, loader: T) -> &mut Self
where
T: AssetLoader;
}
impl AddAsset for AppBuilder {
fn add_asset<T>(&mut self) -> &mut Self
where
T: Asset,
{
let assets = {
let asset_server = self.world().get_resource::<AssetServer>().unwrap();
asset_server.register_asset_type::<T>()
};
self.insert_resource(assets)
.add_system_to_stage(
AssetStage::AssetEvents,
Assets::<T>::asset_event_system.system(),
)
.add_system_to_stage(
AssetStage::LoadAssets,
update_asset_storage_system::<T>.system(),
)
.register_type::<Handle<T>>()
.add_event::<AssetEvent<T>>()
}
fn init_asset_loader<T>(&mut self) -> &mut Self
where
T: AssetLoader + FromWorld,
{
let result = T::from_world(self.world_mut());
self.add_asset_loader(result)
}
fn add_asset_loader<T>(&mut self, loader: T) -> &mut Self
where
T: AssetLoader,
{
self.world_mut()
.get_resource_mut::<AssetServer>()
.expect("AssetServer does not exist. Consider adding it as a resource.")
.add_loader(loader);
self
}
}