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LoadingOverlay

Struct LoadingOverlay 

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pub struct LoadingOverlay {
    pub screen: Option<AssetId>,
    pub backdrop: Option<AssetId>,
    pub track: Option<AssetId>,
    pub fill: Option<AssetId>,
    pub label: Option<AssetId>,
}
Expand description

Requests the scene-loading overlay: a full-window backdrop with a progress bar, shown while a scene jump waits for its streamed content and faded out once the destination scene is fully resident.

The overlay is assembled from ordinary UI elements the fields reference: a Screen that hosts them, a backdrop Sprite covering the canvas, a progress-bar track and fill Sprite pair, and a TextLabel above the bar. Each frame the engine widens the fill to the destination scene’s load progress and rewrites the label with the percentage; restyle any piece by declaring it yourself and pointing the overlay’s field at it.

While the overlay’s screen is up the world pauses and its render is skipped, exactly like an opaque menu, but streaming keeps running so the load it reports can finish. Scenes whose content is already resident jump without the overlay ever appearing.

Every rendering world that declares Scenes and a StreamingConfig receives a LoadingOverlay at start when it declares none, and any field left unset receives the piece it names, so the example below is only needed to restyle them. Declare an EngineDefaults with "loading_overlay": false to leave the world without one.

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§screen: Option<AssetId>

Screen the overlay shows while a scene loads. Its pauses_world (on by default) freezes the world beneath the overlay so the destination scene starts fresh when revealed.

§backdrop: Option<AssetId>

Backdrop Sprite covering the canvas. Its tint alpha is animated to reveal the scene once loading completes; an opaque tint hides the still-loading world completely.

§track: Option<AssetId>

Progress-bar track Sprite; its width is the bar’s full extent the fill is measured against.

§fill: Option<AssetId>

Progress-bar fill Sprite; the engine sets its width to the track width times the destination scene’s load progress each frame.

§label: Option<AssetId>

TextLabel rewritten each frame with the load percentage.

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impl Authored for LoadingOverlay

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const TYPE: &'static str = "LoadingOverlay"

The registered asset type, as it appears in a world line’s type.
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impl Clone for LoadingOverlay

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fn clone(&self) -> LoadingOverlay

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

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

Performs copy-assignment from source. Read more
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impl Component for LoadingOverlay

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const NAME: &'static str = "LoadingOverlay"

The registry name a world authors this component under.
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fn from_baked(bytes: &[u8]) -> Result<LoadingOverlay, CnResult>

Reconstruct this component from a blob record, whose bytes are the serialized runtime component (cook already ran the asset -> component translation). The default rejects: runtime-only components are never stored in a blob, so only loadable types provide an implementation.
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fn inject_locator(&mut self, _locator: PayloadLocator)

Called after construction to inject the payload locator from the blob def. Only meaningful for components with a compiled payload. The default implementation does nothing (correct for most components).
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fn inject_name(&mut self, _id: AssetId)

Called after construction to inject the asset’s identity from the blob def. Only meaningful for components that look themselves up by id at runtime. The default implementation does nothing.
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impl ComponentSlot for LoadingOverlay

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const DISCRIMINANT: u8

The component type’s stable id, used as its ComponentId.
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fn slot(s: &ComponentStorage) -> &Column<LoadingOverlay>

Borrow this type’s column out of the storage.
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fn slot_mut(s: &mut ComponentStorage) -> &mut Column<LoadingOverlay>

Mutably borrow this type’s column out of the storage.
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impl Debug for LoadingOverlay

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for LoadingOverlay

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fn default() -> LoadingOverlay

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for LoadingOverlay

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fn deserialize<__D>( __deserializer: __D, ) -> Result<LoadingOverlay, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl RuntimeComponent for LoadingOverlay

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impl Serialize for LoadingOverlay

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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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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