2 releases (1 stable)
Uses new Rust 2024
| 1.0.0 | Jun 15, 2025 |
|---|---|
| 1.0.0-beta.1 | Jun 14, 2025 |
#317 in #assets
35 downloads per month
Used in rasset
13KB
290 lines
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 and the template.
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 file and generates assets from there, similar to assets. Example:
- 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: Generatesinclude_bytes!(STRING).!IncludeStr: Generatesinclude_str!(STRING).!IncludeVec: Generatesinclude_bytes!(STRING).to_vec().
Dependencies
~0.9–1.6MB
~35K SLoC