6 releases (breaking)
0.6.0 | Feb 25, 2025 |
---|---|
0.5.0 | Jun 18, 2020 |
0.4.0 | Jan 14, 2020 |
0.3.0 | Oct 20, 2019 |
0.2.1 | Aug 6, 2018 |
#196 in Filesystem
1,409 downloads per month
Used in 11 crates
(8 directly)
28KB
575 lines
resource
The resource
crate contains macros for statically including assets in release mode, but dynamically loading them in debug mode.
This is primarily intended for games, allowing you to both avoid file IO in release builds and dynamically reload assets in debug mode.
You can change the default behaviour, in debug or release mode, by using the force-static
and force-dynamic
features.
When resources are included statically, they are constant in memory and are included in the final binary executable. This allows you to avoid packaging individual files with the released application.
When resources are included dynamically, they are loaded from file at runtime, and can therefore be switched and updated while the app runs.
Usage
[dependencies]
resource = "0.6.0"
Basic usage
use resource::{resource, resource_str};
let text = resource_str!("assets/text_asset.txt");
println!("Text is: {}", text);
let bytes = resource!("assets/binary_asset.bin");
println!("Binary data is: {:?}", bytes);
let (a, b, c) = resource_str!(("a.txt", "b.txt", "c.txt"));
println!("Contents of the three files are: `{}`, `{}`, `{}`");
let decoded_images = resource!(["a.png", "b.png", "c.png"], |image: &[u8]| decode(image));
Reloading
use resource::resource_str;
let mut message = resource_str!("message.txt");
loop {
println!("Hello: {}", message.as_ref());
// Wait one second
std::thread::sleep(std::time::Duration::from_secs(5));
// You can edit the contents of message.txt
// Reload the message so the new version is printed next iteration
message.reload_if_changed();
}
Dependencies
~74KB