pub struct VecReader { /* private fields */ }
Implementations§
§impl VecReader
impl VecReader
pub fn new(bytes: Vec<u8>) -> VecReader
pub fn new(bytes: Vec<u8>) -> VecReader
Create a new VecReader
for bytes
.
Examples found in repository?
examples/asset/asset_decompression.rs (line 72)
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async fn load<'a>(
&'a self,
reader: &'a mut Reader<'_>,
_settings: &'a (),
load_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
let compressed_path = load_context.path();
let file_name = compressed_path
.file_name()
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?
.to_string_lossy();
let uncompressed_file_name = file_name
.strip_suffix(".gz")
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
let contained_path = compressed_path.join(uncompressed_file_name);
let mut bytes_compressed = Vec::new();
reader.read_to_end(&mut bytes_compressed).await?;
let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
let mut bytes_uncompressed = Vec::new();
decoder.read_to_end(&mut bytes_uncompressed)?;
// Now that we have decompressed the asset, let's pass it back to the
// context to continue loading
let mut reader = VecReader::new(bytes_uncompressed);
let uncompressed = load_context
.load_direct_with_reader(&mut reader, contained_path)
.await?;
Ok(GzAsset { uncompressed })
}
Trait Implementations§
Auto Trait Implementations§
impl Freeze for VecReader
impl RefUnwindSafe for VecReader
impl Send for VecReader
impl Sync for VecReader
impl Unpin for VecReader
impl UnwindSafe for VecReader
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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§fn read<'a>(&'a mut self, buf: &'a mut [u8]) -> ReadFuture<'a, Self> ⓘwhere
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impl<R> AsyncReadExt for R
§fn chain<R>(self, next: R) -> Chain<Self, R>
fn chain<R>(self, next: R) -> Chain<Self, R>
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