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custom_asset_reader.rs
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custom_asset_reader.rs
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//! Implements a custom asset io loader.
//! An [`AssetReader`] is what the asset server uses to read the raw bytes of assets.
//! It does not know anything about the asset formats, only how to talk to the underlying storage.
use bevy::{
asset::io::{
AssetReader, AssetReaderError, AssetSource, AssetSourceId, ErasedAssetReader, PathStream,
Reader,
},
prelude::*,
};
use std::path::Path;
/// A custom asset reader implementation that wraps a given asset reader implementation
struct CustomAssetReader(Box<dyn ErasedAssetReader>);
impl AssetReader for CustomAssetReader {
async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
info!("Reading {:?}", path);
self.0.read(path).await
}
async fn read_meta<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
self.0.read_meta(path).await
}
async fn read_directory<'a>(
&'a self,
path: &'a Path,
) -> Result<Box<PathStream>, AssetReaderError> {
self.0.read_directory(path).await
}
async fn is_directory<'a>(&'a self, path: &'a Path) -> Result<bool, AssetReaderError> {
self.0.is_directory(path).await
}
}
/// A plugins that registers our new asset reader
struct CustomAssetReaderPlugin;
impl Plugin for CustomAssetReaderPlugin {
fn build(&self, app: &mut App) {
app.register_asset_source(
AssetSourceId::Default,
AssetSource::build().with_reader(|| {
Box::new(CustomAssetReader(
// This is the default reader for the current platform
AssetSource::get_default_reader("assets".to_string())(),
))
}),
);
}
}
fn main() {
App::new()
.add_plugins((CustomAssetReaderPlugin, DefaultPlugins))
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
});
}