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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
314 lines
9.9 KiB
Rust
314 lines
9.9 KiB
Rust
//! Shows how to create a loading screen that waits for assets to load and render.
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use bevy::{ecs::system::SystemId, prelude::*};
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use pipelines_ready::*;
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// The way we'll go about doing this in this example is to
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// keep track of all assets that we want to have loaded before
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// we transition to the desired scene.
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//
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// In order to ensure that visual assets are fully rendered
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// before transitioning to the scene, we need to get the
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// current status of cached pipelines.
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//
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// While loading and pipelines compilation is happening, we
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// will show a loading screen. Once loading is complete, we
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// will transition to the scene we just loaded.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
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.add_plugins(PipelinesReadyPlugin)
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.insert_resource(LoadingState::default())
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.insert_resource(LoadingData::new(5))
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.add_systems(Startup, (setup, load_loading_screen))
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.add_systems(
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Update,
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(update_loading_data, level_selection, display_loading_screen),
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)
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.run();
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}
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// A `Resource` that holds the current loading state.
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#[derive(Resource, Default)]
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enum LoadingState {
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#[default]
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LevelReady,
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LevelLoading,
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}
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// A resource that holds the current loading data.
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#[derive(Resource, Debug, Default)]
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struct LoadingData {
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// This will hold the currently unloaded/loading assets.
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loading_assets: Vec<UntypedHandle>,
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// Number of frames that everything needs to be ready for.
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// This is to prevent going into the fully loaded state in instances
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// where there might be a some frames between certain loading/pipelines action.
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confirmation_frames_target: usize,
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// Current number of confirmation frames.
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confirmation_frames_count: usize,
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}
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impl LoadingData {
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fn new(confirmation_frames_target: usize) -> Self {
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Self {
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loading_assets: Vec::new(),
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confirmation_frames_target,
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confirmation_frames_count: 0,
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}
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}
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}
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// This resource will hold the level related systems ID for later use.
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#[derive(Resource)]
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struct LevelData {
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unload_level_id: SystemId,
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level_1_id: SystemId,
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level_2_id: SystemId,
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}
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fn setup(mut commands: Commands) {
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let level_data = LevelData {
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unload_level_id: commands.register_system(unload_current_level),
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level_1_id: commands.register_system(load_level_1),
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level_2_id: commands.register_system(load_level_2),
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};
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commands.insert_resource(level_data);
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// Spawns the UI that will show the user prompts.
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let text_style = TextFont {
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font_size: 42.0,
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..default()
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};
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commands
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.spawn((
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Node {
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justify_self: JustifySelf::Center,
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align_self: AlignSelf::FlexEnd,
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..default()
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},
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BackgroundColor(Color::NONE),
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))
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.with_child((Text::new("Press 1 or 2 to load a new scene."), text_style));
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}
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// Selects the level you want to load.
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fn level_selection(
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mut commands: Commands,
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keyboard: Res<ButtonInput<KeyCode>>,
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level_data: Res<LevelData>,
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loading_state: Res<LoadingState>,
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) {
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// Only trigger a load if the current level is fully loaded.
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if let LoadingState::LevelReady = loading_state.as_ref() {
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if keyboard.just_pressed(KeyCode::Digit1) {
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commands.run_system(level_data.unload_level_id);
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commands.run_system(level_data.level_1_id);
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} else if keyboard.just_pressed(KeyCode::Digit2) {
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commands.run_system(level_data.unload_level_id);
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commands.run_system(level_data.level_2_id);
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}
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}
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}
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// Marker component for easier deletion of entities.
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#[derive(Component)]
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struct LevelComponents;
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// Removes all currently loaded level assets from the game World.
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fn unload_current_level(
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mut commands: Commands,
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mut loading_state: ResMut<LoadingState>,
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entities: Query<Entity, With<LevelComponents>>,
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) {
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*loading_state = LoadingState::LevelLoading;
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for entity in entities.iter() {
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commands.entity(entity).despawn_recursive();
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}
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}
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fn load_level_1(
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mut commands: Commands,
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mut loading_data: ResMut<LoadingData>,
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asset_server: Res<AssetServer>,
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) {
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// Spawn the camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(155.0, 155.0, 155.0).looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
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LevelComponents,
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));
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// Save the asset into the `loading_assets` vector.
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let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
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loading_data.loading_assets.push(fox.clone().into());
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// Spawn the fox.
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commands.spawn((
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SceneRoot(fox.clone()),
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Transform::from_xyz(0.0, 0.0, 0.0),
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LevelComponents,
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));
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// Spawn the light.
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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LevelComponents,
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));
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}
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fn load_level_2(
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mut commands: Commands,
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mut loading_data: ResMut<LoadingData>,
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asset_server: Res<AssetServer>,
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) {
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// Spawn the camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
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LevelComponents,
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));
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// Spawn the helmet.
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let helmet_scene = asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
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loading_data
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.loading_assets
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.push(helmet_scene.clone().into());
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commands.spawn((SceneRoot(helmet_scene.clone()), LevelComponents));
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// Spawn the light.
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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LevelComponents,
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));
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}
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// Monitors current loading status of assets.
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fn update_loading_data(
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mut loading_data: ResMut<LoadingData>,
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mut loading_state: ResMut<LoadingState>,
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asset_server: Res<AssetServer>,
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pipelines_ready: Res<PipelinesReady>,
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) {
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if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
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// If we are still loading assets / pipelines are not fully compiled,
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// we reset the confirmation frame count.
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loading_data.confirmation_frames_count = 0;
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// Go through each asset and verify their load states.
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// Any assets that are loaded are then added to the pop list for later removal.
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let mut pop_list: Vec<usize> = Vec::new();
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for (index, asset) in loading_data.loading_assets.iter().enumerate() {
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if let Some(state) = asset_server.get_load_states(asset) {
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if state.2.is_loaded() {
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pop_list.push(index);
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}
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}
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}
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// Remove all loaded assets from the loading_assets list.
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for i in pop_list.iter() {
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loading_data.loading_assets.remove(*i);
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}
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// If there are no more assets being monitored, and pipelines
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// are compiled, then start counting confirmation frames.
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// Once enough confirmations have passed, everything will be
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// considered to be fully loaded.
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} else {
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loading_data.confirmation_frames_count += 1;
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if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
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*loading_state = LoadingState::LevelReady;
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}
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}
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}
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// Marker tag for loading screen components.
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#[derive(Component)]
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struct LoadingScreen;
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// Spawns the necessary components for the loading screen.
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fn load_loading_screen(mut commands: Commands) {
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let text_style = TextFont {
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font_size: 67.0,
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..default()
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};
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// Spawn the UI and Loading screen camera.
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commands.spawn((
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Camera2d,
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Camera {
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order: 1,
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..default()
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},
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LoadingScreen,
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));
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// Spawn the UI that will make up the loading screen.
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commands
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.spawn((
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Node {
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height: Val::Percent(100.0),
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width: Val::Percent(100.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(Color::BLACK),
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LoadingScreen,
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))
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.with_child((Text::new("Loading..."), text_style.clone()));
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}
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// Determines when to show the loading screen
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fn display_loading_screen(
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mut loading_screen: Single<&mut Visibility, (With<LoadingScreen>, With<Node>)>,
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loading_state: Res<LoadingState>,
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) {
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let visibility = match loading_state.as_ref() {
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LoadingState::LevelLoading => Visibility::Visible,
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LoadingState::LevelReady => Visibility::Hidden,
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};
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**loading_screen = visibility;
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}
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mod pipelines_ready {
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use bevy::{
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prelude::*,
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render::{render_resource::*, *},
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};
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pub struct PipelinesReadyPlugin;
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impl Plugin for PipelinesReadyPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(PipelinesReady::default());
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// In order to gain access to the pipelines status, we have to
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// go into the `RenderApp`, grab the resource from the main App
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// and then update the pipelines status from there.
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// Writing between these Apps can only be done through the
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// `ExtractSchedule`.
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app.sub_app_mut(RenderApp)
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.add_systems(ExtractSchedule, update_pipelines_ready);
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}
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}
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#[derive(Resource, Debug, Default)]
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pub struct PipelinesReady(pub bool);
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fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
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if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
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pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
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}
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}
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}
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