# 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(); } } ```
		
			
				
	
	
		
			315 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			315 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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