Struct ProgressBar

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pub struct ProgressBar {
    pub sections: Vec<(u32, Color)>,
    pub empty_color: Color,
    /* private fields */
}
Expand description

The Progress Bar. Has Different Colored section with relative size to each other and a Color for the empty space

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§sections: Vec<(u32, Color)>

The Different Sections The amount is the space relative to the other Sections.

§empty_color: Color

The Color of the space that is not progressed to

Implementations§

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impl ProgressBar

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pub fn new(sections: Vec<(u32, Color)>) -> Self

Creates a new ProgressBar

§Examples
use bevy_progressbar::ProgressBar;
use bevy_color::palettes::tailwind;
let bar = ProgressBar::new(vec![(10, tailwind::RED_500.into()), (9, tailwind::BLUE_500.into())]);
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pub fn single(color: Color) -> Self

Creates a new ProgressBar with a single section

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pub fn set_progress(&mut self, amount: f32) -> &mut Self

Sets the progress of the bar

§Arguments
  • amount - The Progress. gets clamped between 0.0 and 1.0
§Examples
use bevy_progressbar::ProgressBar;

let mut bar = ProgressBar::default();
bar.set_progress(0.5);
assert_eq!(bar.get_progress(), 0.5);
bar.set_progress(10.0);
assert_eq!(bar.get_progress(), 1.0);
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pub fn get_progress(&self) -> f32

Returns the current progress

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pub fn increase_progress(&mut self, amount: f32) -> &mut Self

Increases the progress the new progress is at most 1.0

§Examples
use bevy_progressbar::ProgressBar;
let mut bar = ProgressBar::default();
bar.increase_progress(0.5);
assert_eq!(bar.get_progress(), 0.5);
bar.increase_progress(4.2);
assert_eq!(bar.get_progress(), 1.0);
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pub fn reset(&mut self) -> &mut Self

Resets the progress to 0.0

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pub fn is_finished(&self) -> bool

Returns true if the ProgressBar is is_finished

§Examples
use bevy_progressbar::ProgressBar;
let mut bar = ProgressBar::default();
assert_eq!(bar.is_finished(), false);
bar.increase_progress(1.0);
assert_eq!(bar.is_finished(), true);
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pub fn clear_sections(&mut self) -> &mut Self

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pub fn add_section(&mut self, amount: u32, color: Color) -> &mut Self

Trait Implementations§

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impl Clone for ProgressBar

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fn clone(&self) -> ProgressBar

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for ProgressBar
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Default for ProgressBar

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fn default() -> Self

Returns the “default value” for a type. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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