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https://github.com/griffi-gh/kubi.git
synced 2024-12-22 03:48:21 -06:00
migrate loading screen to guiv2, fix bugs
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parent
b601aea288
commit
a53f6f9901
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@ -9,5 +9,6 @@ out vec4 vtx_color;
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void main() {
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vtx_color = color;
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gl_Position = vec4(vec2(1., -1.) * (position / resolution), 0., 1.);
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vec2 pos2d = (vec2(2., -2.) * (position / resolution)) + vec2(-1, 1);
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gl_Position = vec4(pos2d, 0., 1.);
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}
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@ -33,6 +33,8 @@ pub struct GliumUiRenderer {
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pub program: glium::Program,
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pub vertex_buffer: glium::VertexBuffer<Vertex>,
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pub index_buffer: glium::IndexBuffer<u32>,
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pub vertex_count: usize,
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pub index_count: usize,
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}
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impl GliumUiRenderer {
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@ -47,6 +49,8 @@ impl GliumUiRenderer {
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program,
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vertex_buffer,
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index_buffer,
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vertex_count: 0,
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index_count: 0,
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}
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}
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@ -68,12 +72,14 @@ impl GliumUiRenderer {
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}
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fn write_buffer_data(&mut self, vtx: &[Vertex], idx: &[u32]) {
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log::info!("uploading {} vertices and {} indices", vtx.len(), idx.len());
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log::debug!("uploading {} vertices and {} indices", vtx.len(), idx.len());
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self.ensure_buffer_size(vtx.len(), idx.len());
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self.vertex_buffer.invalidate();
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self.vertex_buffer.slice_mut(0..vtx.len()).unwrap().write(vtx);
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self.vertex_count = vtx.len();
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self.index_buffer.invalidate();
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self.index_buffer.slice_mut(0..idx.len()).unwrap().write(idx);
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self.index_count = idx.len();
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}
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pub fn update(&mut self, plan: &UiDrawPlan) {
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@ -83,14 +89,18 @@ impl GliumUiRenderer {
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}
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pub fn draw(&self, frame: &mut glium::Frame, resolution: Vec2) {
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if self.index_count == 0 || self.vertex_count == 0 {
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return
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}
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let params = DrawParameters {
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blend: Blend::alpha_blending(),
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..Default::default()
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};
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frame.draw(
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&self.vertex_buffer,
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&self.index_buffer,
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self.vertex_buffer.slice(0..self.vertex_count).unwrap(),
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self.index_buffer.slice(0..self.index_count).unwrap(),
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&self.program,
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&uniform! {
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resolution: resolution.to_array(),
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@ -1,5 +1,5 @@
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use glam::{Vec2, Vec4};
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use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::{IsMeasurable, Response}, state::StateRepo, UiSize};
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use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::Response, state::StateRepo, UiSize};
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use super::UiElement;
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#[derive(Default, Clone, Copy, Debug)]
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@ -48,16 +48,20 @@ impl UiElement for ProgressBar {
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}
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fn process(&self, measure: &Response, state: &mut StateRepo, layout: &LayoutInfo, draw: &mut Vec<UiDrawCommand>) {
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size,
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color: self.color_background
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});
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size * vec2(self.value, 1.0),
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color: self.color_foreground
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});
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let value = self.value.clamp(0., 1.);
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if value < 1. {
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size,
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color: self.color_background
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});
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}
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if value > 0. {
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size * vec2(value, 1.0),
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color: self.color_foreground
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});
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}
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}
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}
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@ -87,9 +87,9 @@ pub enum UiDirection {
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Horizontal,
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}
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struct LayoutInfo {
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pub struct LayoutInfo {
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///Not availabe during measuring step
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position: Vec2,
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max_size: Vec2,
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direction: UiDirection,
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pub position: Vec2,
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pub max_size: Vec2,
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pub direction: UiDirection,
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}
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@ -1,13 +1,5 @@
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use glam::Vec2;
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#[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord)]
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pub enum IsMeasurable {
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#[default]
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No,
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Maybe,
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Yes
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}
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pub struct Response {
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pub desired_size: Vec2
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}
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@ -1,60 +1,30 @@
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
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use kubi_ui::element::progress_bar::ProgressBar;
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use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
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use winit::keyboard::KeyCode;
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use glam::{Mat3, vec2};
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use crate::{
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world::ChunkStorage,
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state::{GameState, NextState, is_changing_state},
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transform::Transform2d,
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legacy_gui::{
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LegacyGuiComponent,
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progressbar::ProgressbarComponent
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},
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rendering::{WindowSize, if_resized},
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input::RawKbmInputState,
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world::ChunkStorage,
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state::{GameState, NextState},
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rendering::WindowSize,
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input::RawKbmInputState,
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guiv2_integration::UiState,
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};
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#[derive(Unique, Clone, Copy)]
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struct ProgressbarId(EntityId);
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fn spawn_loading_screen(
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mut storages: AllStoragesViewMut,
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) {
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let size = *storages.borrow::<UniqueView<WindowSize>>().unwrap();
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let entity = storages.add_entity((
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LegacyGuiComponent,
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Transform2d(Mat3::from_scale_angle_translation(
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vec2(size.0.x as f32, 16.),
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0.,
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vec2(0., 0.)
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)),
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ProgressbarComponent {
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progress: 0.33
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},
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));
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storages.add_unique(ProgressbarId(entity));
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}
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fn resize_progress_bar(
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size: UniqueView<WindowSize>,
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bar: UniqueView<ProgressbarId>,
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mut transforms: ViewMut<Transform2d, track::All>
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) {
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let mut trans = (&mut transforms).get(bar.0).unwrap();
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trans.0.x_axis.x = size.0.x as f32;
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}
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fn update_progress_bar_progress (
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fn render_progressbar(
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mut ui: NonSendSync<UniqueViewMut<UiState>>,
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world: UniqueView<ChunkStorage>,
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mut bar: ViewMut<ProgressbarComponent>,
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eid: UniqueView<ProgressbarId>,
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size: UniqueView<WindowSize>
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) {
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let mut bar = (&mut bar).get(eid.0).unwrap();
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let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
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acc + chunk.desired_state.matches_current(chunk.current_state) as usize
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});
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let total = world.chunks.len();
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let progress = loaded as f32 / total as f32;
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bar.progress = progress;
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let value = {
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let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
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acc + chunk.desired_state.matches_current(chunk.current_state) as usize
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});
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let total = world.chunks.len();
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loaded as f32 / total as f32
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};
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ui.ui.add(
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ProgressBar { value, ..Default::default() },
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size.0.as_vec2()
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);
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}
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fn switch_to_ingame_if_loaded(
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@ -81,24 +51,10 @@ fn override_loading(
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}
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}
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fn despawn_loading_screen_if_switching_state(
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mut storages: AllStoragesViewMut,
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) {
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let state = storages.borrow::<UniqueView<NextState>>().unwrap().0.unwrap();
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if state != GameState::LoadingWorld {
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let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
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storages.delete_entity(progress_bar);
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storages.remove_unique::<ProgressbarId>().unwrap();
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}
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}
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pub fn update_loading_screen() -> Workload {
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(
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spawn_loading_screen.run_if_missing_unique::<ProgressbarId>(),
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resize_progress_bar.run_if(if_resized),
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update_progress_bar_progress,
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render_progressbar,
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override_loading,
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switch_to_ingame_if_loaded,
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despawn_loading_screen_if_switching_state.run_if(is_changing_state),
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).into_sequential_workload()
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}
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