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separate loading screen base
This commit is contained in:
parent
3d8307b124
commit
80614e8461
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@ -1,7 +1,7 @@
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use hui::{
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use hui::{
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element::{container::Container, progress_bar::ProgressBar, text::Text},
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element::{container::Container, progress_bar::ProgressBar, text::Text, UiElement},
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layout::{Alignment, UiDirection, UiSize},
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layout::{Alignment, UiDirection, UiSize},
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rectangle::{Corners, Sides}
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rectangle::{Corners, Sides}, UiInstance
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};
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};
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use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
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use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
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use winit::keyboard::KeyCode;
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use winit::keyboard::KeyCode;
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@ -13,6 +13,25 @@ use crate::{
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hui_integration::UiState,
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hui_integration::UiState,
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};
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};
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pub fn loading_screen_base(elements: Vec<Box<dyn UiElement>>, bg_alpha: f32) -> Container {
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Container {
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size: (UiSize::Fraction(1.), UiSize::Fraction(1.)),
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background: (0.1, 0.1, 0.1, bg_alpha).into(),
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align: Alignment::Center.into(),
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elements: vec![
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Box::new(Container {
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padding: Sides::all(10.),
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gap: 10.,
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background: (0.2, 0.2, 0.2).into(),
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corner_radius: Corners::all(8.),
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elements,
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..Default::default()
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})
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],
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..Default::default()
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}
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}
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fn render_loading_ui(
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fn render_loading_ui(
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mut ui: NonSendSync<UniqueViewMut<UiState>>,
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mut ui: NonSendSync<UniqueViewMut<UiState>>,
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world: UniqueView<ChunkStorage>,
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world: UniqueView<ChunkStorage>,
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@ -24,48 +43,30 @@ fn render_loading_ui(
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let total = world.chunks.len();
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let total = world.chunks.len();
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let value = loaded as f32 / total as f32;
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let value = loaded as f32 / total as f32;
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let percentage = value * 100.;
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let percentage = value * 100.;
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ui.hui.add(
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ui.hui.add(loading_screen_base(vec![
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Container {
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Box::new(Text {
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size: (UiSize::Fraction(1.), UiSize::Fraction(1.)),
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text: "Loading...".into(),
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background: (0.1, 0.1, 0.1, 1. - (value - 0.75).max(0.)).into(),
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..Default::default()
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align: Alignment::Center.into(),
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}),
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Box::new(ProgressBar {
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value,
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size: (UiSize::Static(400.), UiSize::Auto),
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corner_radius: Corners::all(2.),
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..Default::default()
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}),
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Box::new(Container {
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size: (UiSize::Static(400.), UiSize::Auto),
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align: (Alignment::End, Alignment::Begin).into(),
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direction: UiDirection::Horizontal,
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elements: vec![
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elements: vec![
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Box::new(Container {
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Box::new(Text {
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padding: Sides::all(10.),
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text: format!("{loaded}/{total} ({percentage:.1}%)").into(),
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gap: 10.,
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background: (0.2, 0.2, 0.2).into(),
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corner_radius: Corners::all(8.),
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elements: vec![
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Box::new(Text {
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text: "Loading...".into(),
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..Default::default()
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}),
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Box::new(ProgressBar {
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value,
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size: (UiSize::Static(400.), UiSize::Auto),
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corner_radius: Corners::all(2.),
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..Default::default()
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}),
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Box::new(Container {
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size: (UiSize::Static(400.), UiSize::Auto),
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align: (Alignment::End, Alignment::Begin).into(),
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direction: UiDirection::Horizontal,
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elements: vec![
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Box::new(Text {
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text: format!("{loaded}/{total} ({percentage:.1}%)").into(),
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..Default::default()
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})
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],
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..Default::default()
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})
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],
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..Default::default()
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..Default::default()
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})
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})
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],
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],
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..Default::default()
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..Default::default()
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},
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}),
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size.0.as_vec2()
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], 1. - (value - 0.75).max(0.)), size.0.as_vec2());
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);
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}
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}
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fn switch_to_ingame_if_loaded(
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fn switch_to_ingame_if_loaded(
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