bevy/examples/games/loading_screen.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

318 lines
10 KiB
Rust

//! Shows how to create a loading screen that waits for assets to load and render.
use bevy::{ecs::system::SystemId, prelude::*};
use pipelines_ready::*;
// The way we'll go about doing this in this example is to
// keep track of all assets that we want to have loaded before
// we transition to the desired scene.
//
// In order to ensure that visual assets are fully rendered
// before transitioning to the scene, we need to get the
// current status of cached pipelines.
//
// While loading and pipelines compilation is happening, we
// will show a loading screen. Once loading is complete, we
// will transition to the scene we just loaded.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
.add_plugins(PipelinesReadyPlugin)
.insert_resource(LoadingState::default())
.insert_resource(LoadingData::new(5))
.add_systems(Startup, (setup, load_loading_screen))
.add_systems(
Update,
(update_loading_data, level_selection, display_loading_screen),
)
.run();
}
// A `Resource` that holds the current loading state.
#[derive(Resource, Default)]
enum LoadingState {
#[default]
LevelReady,
LevelLoading,
}
// A resource that holds the current loading data.
#[derive(Resource, Debug, Default)]
struct LoadingData {
// This will hold the currently unloaded/loading assets.
loading_assets: Vec<UntypedHandle>,
// Number of frames that everything needs to be ready for.
// This is to prevent going into the fully loaded state in instances
// where there might be a some frames between certain loading/pipelines action.
confirmation_frames_target: usize,
// Current number of confirmation frames.
confirmation_frames_count: usize,
}
impl LoadingData {
fn new(confirmation_frames_target: usize) -> Self {
Self {
loading_assets: Vec::new(),
confirmation_frames_target,
confirmation_frames_count: 0,
}
}
}
// This resource will hold the level related systems ID for later use.
#[derive(Resource)]
struct LevelData {
unload_level_id: SystemId,
level_1_id: SystemId,
level_2_id: SystemId,
}
fn setup(mut commands: Commands) {
let level_data = LevelData {
unload_level_id: commands.register_system(unload_current_level),
level_1_id: commands.register_system(load_level_1),
level_2_id: commands.register_system(load_level_2),
};
commands.insert_resource(level_data);
// Spawns the UI that will show the user prompts.
let text_style = TextStyle {
font_size: 42.0,
..default()
};
commands
.spawn(NodeBundle {
background_color: BackgroundColor(Color::NONE),
style: Style {
justify_self: JustifySelf::Center,
align_self: AlignSelf::FlexEnd,
..default()
},
..default()
})
.with_child((Text::new("Press 1 or 2 to load a new scene."), text_style));
}
// Selects the level you want to load.
fn level_selection(
mut commands: Commands,
keyboard: Res<ButtonInput<KeyCode>>,
level_data: Res<LevelData>,
loading_state: Res<LoadingState>,
) {
// Only trigger a load if the current level is fully loaded.
if let LoadingState::LevelReady = loading_state.as_ref() {
if keyboard.just_pressed(KeyCode::Digit1) {
commands.run_system(level_data.unload_level_id);
commands.run_system(level_data.level_1_id);
} else if keyboard.just_pressed(KeyCode::Digit2) {
commands.run_system(level_data.unload_level_id);
commands.run_system(level_data.level_2_id);
}
}
}
// Marker component for easier deletion of entities.
#[derive(Component)]
struct LevelComponents;
// Removes all currently loaded level assets from the game World.
fn unload_current_level(
mut commands: Commands,
mut loading_state: ResMut<LoadingState>,
entities: Query<Entity, With<LevelComponents>>,
) {
*loading_state = LoadingState::LevelLoading;
for entity in entities.iter() {
commands.entity(entity).despawn_recursive();
}
}
fn load_level_1(
mut commands: Commands,
mut loading_data: ResMut<LoadingData>,
asset_server: Res<AssetServer>,
) {
// Spawn the camera.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(155.0, 155.0, 155.0).looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
LevelComponents,
));
// Save the asset into the `loading_assets` vector.
let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
loading_data.loading_assets.push(fox.clone().into());
// Spawn the fox.
commands.spawn((
SceneRoot(fox.clone()),
Transform::from_xyz(0.0, 0.0, 0.0),
LevelComponents,
));
// Spawn the light.
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
LevelComponents,
));
}
fn load_level_2(
mut commands: Commands,
mut loading_data: ResMut<LoadingData>,
asset_server: Res<AssetServer>,
) {
// Spawn the camera.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
LevelComponents,
));
// Spawn the helmet.
let helmet_scene = asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
loading_data
.loading_assets
.push(helmet_scene.clone().into());
commands.spawn((SceneRoot(helmet_scene.clone()), LevelComponents));
// Spawn the light.
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
LevelComponents,
));
}
// Monitors current loading status of assets.
fn update_loading_data(
mut loading_data: ResMut<LoadingData>,
mut loading_state: ResMut<LoadingState>,
asset_server: Res<AssetServer>,
pipelines_ready: Res<PipelinesReady>,
) {
if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
// If we are still loading assets / pipelines are not fully compiled,
// we reset the confirmation frame count.
loading_data.confirmation_frames_count = 0;
// Go through each asset and verify their load states.
// Any assets that are loaded are then added to the pop list for later removal.
let mut pop_list: Vec<usize> = Vec::new();
for (index, asset) in loading_data.loading_assets.iter().enumerate() {
if let Some(state) = asset_server.get_load_states(asset) {
if let bevy::asset::RecursiveDependencyLoadState::Loaded = state.2 {
pop_list.push(index);
}
}
}
// Remove all loaded assets from the loading_assets list.
for i in pop_list.iter() {
loading_data.loading_assets.remove(*i);
}
// If there are no more assets being monitored, and pipelines
// are compiled, then start counting confirmation frames.
// Once enough confirmations have passed, everything will be
// considered to be fully loaded.
} else {
loading_data.confirmation_frames_count += 1;
if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
*loading_state = LoadingState::LevelReady;
}
}
}
// Marker tag for loading screen components.
#[derive(Component)]
struct LoadingScreen;
// Spawns the necessary components for the loading screen.
fn load_loading_screen(mut commands: Commands) {
let text_style = TextStyle {
font_size: 67.0,
..default()
};
// Spawn the UI and Loading screen camera.
commands.spawn((
Camera2d,
Camera {
order: 1,
..default()
},
LoadingScreen,
));
// Spawn the UI that will make up the loading screen.
commands
.spawn((
NodeBundle {
background_color: BackgroundColor(Color::BLACK),
style: Style {
height: Val::Percent(100.0),
width: Val::Percent(100.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
..default()
},
LoadingScreen,
))
.with_child((Text::new("Loading..."), text_style.clone()));
}
// Determines when to show the loading screen
fn display_loading_screen(
mut loading_screen: Query<&mut Visibility, With<LoadingScreen>>,
loading_state: Res<LoadingState>,
) {
match loading_state.as_ref() {
LoadingState::LevelLoading => {
*loading_screen.get_single_mut().unwrap() = Visibility::Visible;
}
LoadingState::LevelReady => *loading_screen.get_single_mut().unwrap() = Visibility::Hidden,
};
}
mod pipelines_ready {
use bevy::{
prelude::*,
render::{render_resource::*, *},
};
pub struct PipelinesReadyPlugin;
impl Plugin for PipelinesReadyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(PipelinesReady::default());
// In order to gain access to the pipelines status, we have to
// go into the `RenderApp`, grab the resource from the main App
// and then update the pipelines status from there.
// Writing between these Apps can only be done through the
// `ExtractSchedule`.
app.sub_app_mut(RenderApp)
.add_systems(ExtractSchedule, update_pipelines_ready);
}
}
#[derive(Resource, Debug, Default)]
pub struct PipelinesReady(pub bool);
fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
}
}
}