Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/games/loading_screen.rs
9308 views
1
//! Shows how to create a loading screen that waits for assets to load and render.
2
use bevy::{ecs::system::SystemId, prelude::*};
3
4
use pipelines_ready::*;
5
6
// The way we'll go about doing this in this example is to
7
// keep track of all assets that we want to have loaded before
8
// we transition to the desired scene.
9
//
10
// In order to ensure that visual assets are fully rendered
11
// before transitioning to the scene, we need to get the
12
// current status of cached pipelines.
13
//
14
// While loading and pipelines compilation is happening, we
15
// will show a loading screen. Once loading is complete, we
16
// will transition to the scene we just loaded.
17
18
fn main() {
19
App::new()
20
.add_plugins(DefaultPlugins)
21
// `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
22
.add_plugins(PipelinesReadyPlugin)
23
.insert_resource(LoadingState::default())
24
.insert_resource(LoadingData::new(5))
25
.add_systems(Startup, (setup, load_loading_screen))
26
.add_systems(
27
Update,
28
(update_loading_data, level_selection, display_loading_screen),
29
)
30
.run();
31
}
32
33
// A `Resource` that holds the current loading state.
34
#[derive(Resource, Default)]
35
enum LoadingState {
36
#[default]
37
LevelReady,
38
LevelLoading,
39
}
40
41
// A resource that holds the current loading data.
42
#[derive(Resource, Debug, Default)]
43
struct LoadingData {
44
// This will hold the currently unloaded/loading assets.
45
loading_assets: Vec<UntypedHandle>,
46
// Number of frames that everything needs to be ready for.
47
// This is to prevent going into the fully loaded state in instances
48
// where there might be a some frames between certain loading/pipelines action.
49
confirmation_frames_target: usize,
50
// Current number of confirmation frames.
51
confirmation_frames_count: usize,
52
}
53
54
impl LoadingData {
55
fn new(confirmation_frames_target: usize) -> Self {
56
Self {
57
loading_assets: Vec::new(),
58
confirmation_frames_target,
59
confirmation_frames_count: 0,
60
}
61
}
62
}
63
64
// This resource will hold the level related systems ID for later use.
65
#[derive(Resource)]
66
struct LevelData {
67
unload_level_id: SystemId,
68
level_1_id: SystemId,
69
level_2_id: SystemId,
70
}
71
72
fn setup(mut commands: Commands) {
73
let level_data = LevelData {
74
unload_level_id: commands.register_system(unload_current_level),
75
level_1_id: commands.register_system(load_level_1),
76
level_2_id: commands.register_system(load_level_2),
77
};
78
commands.insert_resource(level_data);
79
80
// Spawns the UI that will show the user prompts.
81
let text_style = TextFont {
82
font_size: FontSize::Px(42.0),
83
..default()
84
};
85
commands
86
.spawn((
87
Node {
88
justify_self: JustifySelf::Center,
89
align_self: AlignSelf::FlexEnd,
90
..default()
91
},
92
BackgroundColor(Color::NONE),
93
))
94
.with_child((Text::new("Press 1 or 2 to load a new scene."), text_style));
95
}
96
97
// Selects the level you want to load.
98
fn level_selection(
99
mut commands: Commands,
100
keyboard: Res<ButtonInput<KeyCode>>,
101
level_data: Res<LevelData>,
102
loading_state: Res<LoadingState>,
103
) {
104
// Only trigger a load if the current level is fully loaded.
105
if let LoadingState::LevelReady = loading_state.as_ref() {
106
if keyboard.just_pressed(KeyCode::Digit1) {
107
commands.run_system(level_data.unload_level_id);
108
commands.run_system(level_data.level_1_id);
109
} else if keyboard.just_pressed(KeyCode::Digit2) {
110
commands.run_system(level_data.unload_level_id);
111
commands.run_system(level_data.level_2_id);
112
}
113
}
114
}
115
116
// Marker component for easier deletion of entities.
117
#[derive(Component)]
118
struct LevelComponents;
119
120
// Removes all currently loaded level assets from the game World.
121
fn unload_current_level(
122
mut commands: Commands,
123
mut loading_state: ResMut<LoadingState>,
124
entities: Query<Entity, With<LevelComponents>>,
125
) {
126
*loading_state = LoadingState::LevelLoading;
127
for entity in entities.iter() {
128
commands.entity(entity).despawn();
129
}
130
}
131
132
fn load_level_1(
133
mut commands: Commands,
134
mut loading_data: ResMut<LoadingData>,
135
asset_server: Res<AssetServer>,
136
) {
137
// Spawn the camera.
138
commands.spawn((
139
Camera3d::default(),
140
Transform::from_xyz(155.0, 155.0, 155.0).looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
141
LevelComponents,
142
));
143
144
// Save the asset into the `loading_assets` vector.
145
let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
146
loading_data.loading_assets.push(fox.clone().into());
147
// Spawn the fox.
148
commands.spawn((
149
SceneRoot(fox.clone()),
150
Transform::from_xyz(0.0, 0.0, 0.0),
151
LevelComponents,
152
));
153
154
// Spawn the light.
155
commands.spawn((
156
DirectionalLight {
157
shadow_maps_enabled: true,
158
..default()
159
},
160
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
161
LevelComponents,
162
));
163
}
164
165
fn load_level_2(
166
mut commands: Commands,
167
mut loading_data: ResMut<LoadingData>,
168
asset_server: Res<AssetServer>,
169
) {
170
// Spawn the camera.
171
commands.spawn((
172
Camera3d::default(),
173
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
174
LevelComponents,
175
));
176
177
// Spawn the helmet.
178
let helmet_scene = asset_server
179
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
180
loading_data
181
.loading_assets
182
.push(helmet_scene.clone().into());
183
commands.spawn((SceneRoot(helmet_scene.clone()), LevelComponents));
184
185
// Spawn the light.
186
commands.spawn((
187
DirectionalLight {
188
shadow_maps_enabled: true,
189
..default()
190
},
191
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
192
LevelComponents,
193
));
194
}
195
196
// Monitors current loading status of assets.
197
fn update_loading_data(
198
mut loading_data: ResMut<LoadingData>,
199
mut loading_state: ResMut<LoadingState>,
200
asset_server: Res<AssetServer>,
201
pipelines_ready: Res<PipelinesReady>,
202
) {
203
if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
204
// If we are still loading assets / pipelines are not fully compiled,
205
// we reset the confirmation frame count.
206
loading_data.confirmation_frames_count = 0;
207
208
loading_data.loading_assets.retain(|asset| {
209
asset_server
210
.get_recursive_dependency_load_state(asset)
211
.is_none_or(|state| !state.is_loaded())
212
});
213
214
// If there are no more assets being monitored, and pipelines
215
// are compiled, then start counting confirmation frames.
216
// Once enough confirmations have passed, everything will be
217
// considered to be fully loaded.
218
} else {
219
loading_data.confirmation_frames_count += 1;
220
if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
221
*loading_state = LoadingState::LevelReady;
222
}
223
}
224
}
225
226
// Marker tag for loading screen components.
227
#[derive(Component)]
228
struct LoadingScreen;
229
230
// Spawns the necessary components for the loading screen.
231
fn load_loading_screen(mut commands: Commands) {
232
let text_style = TextFont {
233
font_size: FontSize::Px(67.0),
234
..default()
235
};
236
237
// Spawn the UI and Loading screen camera.
238
commands.spawn((
239
Camera2d,
240
Camera {
241
order: 1,
242
..default()
243
},
244
LoadingScreen,
245
));
246
247
// Spawn the UI that will make up the loading screen.
248
commands
249
.spawn((
250
Node {
251
height: percent(100),
252
width: percent(100),
253
justify_content: JustifyContent::Center,
254
align_items: AlignItems::Center,
255
..default()
256
},
257
BackgroundColor(Color::BLACK),
258
LoadingScreen,
259
))
260
.with_child((Text::new("Loading..."), text_style.clone()));
261
}
262
263
// Determines when to show the loading screen
264
fn display_loading_screen(
265
mut loading_screen: Single<&mut Visibility, (With<LoadingScreen>, With<Node>)>,
266
loading_state: Res<LoadingState>,
267
) {
268
let visibility = match loading_state.as_ref() {
269
LoadingState::LevelLoading => Visibility::Visible,
270
LoadingState::LevelReady => Visibility::Hidden,
271
};
272
273
**loading_screen = visibility;
274
}
275
276
mod pipelines_ready {
277
use bevy::{
278
prelude::*,
279
render::{render_resource::*, *},
280
};
281
282
pub struct PipelinesReadyPlugin;
283
impl Plugin for PipelinesReadyPlugin {
284
fn build(&self, app: &mut App) {
285
app.insert_resource(PipelinesReady::default());
286
287
// In order to gain access to the pipelines status, we have to
288
// go into the `RenderApp`, grab the resource from the main App
289
// and then update the pipelines status from there.
290
// Writing between these Apps can only be done through the
291
// `ExtractSchedule`.
292
app.sub_app_mut(RenderApp)
293
.add_systems(ExtractSchedule, update_pipelines_ready);
294
}
295
}
296
297
#[derive(Resource, Debug, Default)]
298
pub struct PipelinesReady(pub bool);
299
300
fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
301
if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
302
pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
303
}
304
}
305
}
306
307