Crates.io | static_assets |
lib.rs | static_assets |
version | 0.1.1 |
source | src |
created_at | 2018-02-02 18:35:48.108409 |
updated_at | 2018-08-02 17:19:28.740072 |
description | 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. |
homepage | |
repository | https://github.com/mistodon/static_assets |
max_upload_size | |
id | 49386 |
size | 9,846 |
GitHub repo is here: https://github.com/mistodon/resource Crate is here: https://crates.io/crates/resource
If anyone happens to want the static_assets
crate name, feel free to contact me and I'll hand it over.
The static_assets
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.
[dependencies]
static_assets = "~0.1.0"
#[macro_use]
extern crate static_assets;
let text = asset_str!("assets/text_asset.txt");
println!("Text is: {}", text);
let bytes = asset_bytes!("assets/binary_asset.bin");
println!("Binary data is: {:?}", bytes);
The asset_str!
and asset_bytes!
macros return Cow
values - Cow<'static, str>
and Cow<'static, [u8]>
respectively.
If you're not familiar with the Cow
type, what this means is that under the hood, they can be either a reference to some const
data (in release mode) or some actual owned data on the heap (in debug mode).
You shouldn't have to care about this though because the above Cow
types can deref to &str
and &[u8]
respectively. Just pass them by reference and treat them as strings/slices.