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//! Progress Tracking Helper Crate
//!
//! This crate helps you in cases where you need to track when a bunch of
//! work has been completed, and perform a state transition.
//!
//! The most typical use case are loading screens, where you might need to
//! load assets, prepare the game world, etc… and then transition to the
//! in-game state when everything is done.
//!
//! However, this crate is general, and could also be used for any number of
//! other things, even things like cooldowns and animations.
//!
//! To use this plugin, add one or more instances `ProgressPlugin` to your
//! `App`, configuring for the relevant states.
//!
//! Implement your tasks as regular Bevy systems that return a `Progress`
//! and add them to your respective state(s) using `.track_progress()`.
//!
//! The return value indicates how much progress a system has completed so
//! far. It specifies the currently completed "units of work" as well as
//! the expected total.
//!
//! When all registered systems return a progress value where `done >= total`,
//! your desired state transition will be performed automatically.
//!
//! If you need to access the overall progress information (say, to display a
//! progress bar), you can get it from the `ProgressCounter` resource.
//!
//! ---
//!
//! There is also an optional feature (`assets`) implementing basic asset
//! loading tracking. Just add your handles to the `AssetsLoading` resource.
//!
//! If you need something more advanced, I recommend the `bevy_asset_loader`
//! crate, which now has support for integrating with this crate. :)
#![forbid(unsafe_code)]
#![warn(missing_docs)]
use std::fmt::Debug;
use std::hash::Hash;
use std::ops::{Add, AddAssign};
use std::sync::atomic::AtomicU32;
use std::sync::atomic::Ordering as MemOrdering;
use bevy_app::{prelude::*, MainScheduleOrder};
use bevy_ecs::prelude::*;
use bevy_ecs::schedule::{InternedScheduleLabel, ExecutorKind, SystemConfigs, ScheduleLabel};
use bevy_utils::{Duration, Instant};
#[cfg(feature = "debug")]
use bevy_log::prelude::*;
#[cfg(feature = "assets")]
mod asset;
/// Most used imports
pub mod prelude {
#[cfg(feature = "assets")]
pub use crate::asset::{AssetsLoading, AssetsTrackProgress};
pub use crate::HiddenProgress;
pub use crate::Progress;
pub use crate::ProgressCounter;
pub use crate::ProgressPlugin;
pub use crate::ProgressSystem;
pub use crate::TrackedProgressSet;
}
/// Progress reported by a system
///
/// It indicates how much work that system has still left to do.
///
/// When the value of `done` reaches the value of `total`, the system is considered "ready".
/// When all systems in your state are "ready", we will transition to the next state.
///
/// For your convenience, you can easily convert `bool`s into this type.
/// You can also convert `Progress` values into floats in the 0.0..1.0 range.
///
/// If you want your system to report some progress in a way that is counted separately
/// and should not affect progress bars or other user-facing indicators, you can
/// use [`HiddenProgress`] instead.
#[derive(Debug, Clone, Copy, Default)]
pub struct Progress {
/// Units of work completed during this execution of the system
pub done: u32,
/// Total units of work expected
pub total: u32,
}
impl From<bool> for Progress {
fn from(b: bool) -> Progress {
Progress {
total: 1,
done: if b { 1 } else { 0 },
}
}
}
impl From<Progress> for f32 {
fn from(p: Progress) -> f32 {
p.done as f32 / p.total as f32
}
}
impl From<Progress> for f64 {
fn from(p: Progress) -> f64 {
p.done as f64 / p.total as f64
}
}
impl Progress {
fn is_ready(self) -> bool {
self.done >= self.total
}
}
impl Add for Progress {
type Output = Progress;
fn add(mut self, rhs: Self) -> Self::Output {
self.done += rhs.done;
self.total += rhs.total;
self
}
}
impl AddAssign for Progress {
fn add_assign(&mut self, rhs: Self) {
self.done += rhs.done;
self.total += rhs.total;
}
}
/// "Hidden" progress reported by a system.
///
/// Works just like the regular [`Progress`], but will be accounted differently
/// in [`ProgressCounter`].
///
/// Hidden progress counts towards the true total (like for triggering the
/// state transition) as reported by the `progress_complete` method, but is not
/// counted by the `progress` method. The intention is that it should not
/// affect things like progress bars and other user-facing indicators.
#[derive(Debug, Clone, Copy, Default)]
pub struct HiddenProgress(pub Progress);
/// Add this plugin to your app, to use this crate for the specified state.
///
/// If you have multiple different states that need progress tracking,
/// you can add the plugin for each one. Tracking multiple state types
/// simultaneously is *not* currently supported (see issue #20).
///
/// If you want the optional assets tracking ("assets" cargo feature), enable
/// it with `.track_assets()`.
///
/// **Warning**: Progress tracking will only work after the [`StateTransition`]!
///
/// [`TrackedProgressSet`] represents all systems with progress tracking enabled.
/// Calling [`track_progress`] will add your systems to the set automatically.
///
/// [`StateTransition`]: bevy_app::StateTransition
/// [`track_progress`]: crate::ProgressSystem::track_progress
///
/// ```rust
/// # use bevy::prelude::*;
/// # use iyes_progress::ProgressPlugin;
/// # let mut app = App::default();
/// # app.add_state::<MyState>();
/// app.add_plugins((
/// ProgressPlugin::new(MyState::GameLoading)
/// .continue_to(MyState::InGame),
/// ProgressPlugin::new(MyState::Splash)
/// .continue_to(MyState::MainMenu),
/// ));
/// # #[derive(Debug, Clone, PartialEq, Eq, Hash, Default, States)]
/// # enum MyState {
/// # #[default]
/// # Splash,
/// # MainMenu,
/// # GameLoading,
/// # InGame,
/// # }
/// ```
pub struct ProgressPlugin<S: States> {
/// The loading state during which progress will be tracked
pub state: S,
/// The next state to transition to, when all progress completes
pub next_state: Option<S>,
/// Unique name, made using the loading state
pub(crate) plugin_name: String,
/// Whether to enable the optional assets tracking feature
pub track_assets: bool,
/// The schedule where progress checking should occur (`Last` by default).
pub check_progress_schedule: InternedScheduleLabel,
}
impl<S: States> ProgressPlugin<S> {
/// Create a [`ProgressPlugin`] running during the given State
pub fn new(state: S) -> Self {
ProgressPlugin {
plugin_name: format!("{}({:?})", std::any::type_name::<Self>(), state),
state,
next_state: None,
track_assets: false,
check_progress_schedule: Last.intern(),
}
}
/// Configure the [`ProgressPlugin`] to move on to the given state as soon as all Progress
/// in the loading state is completed.
pub fn continue_to(mut self, next_state: S) -> Self {
self.next_state = Some(next_state);
self
}
/// Configure the [`ProgressPlugin`] to check progress in the specified schedule instead of `Last`.
pub fn check_progress_in<L: ScheduleLabel>(mut self, schedule: L) -> Self {
self.check_progress_schedule = schedule.intern();
self
}
#[cfg(feature = "assets")]
/// Enable the optional assets tracking feature
pub fn track_assets(mut self) -> Self {
self.track_assets = true;
self
}
}
impl<S: States> Plugin for ProgressPlugin<S> {
fn build(&self, app: &mut App) {
// set up a schedule after `StateTransition`, where we init our stuff
if app.get_schedule(ProgressPreparationSchedule).is_none() {
app.init_schedule(ProgressPreparationSchedule);
app.edit_schedule(ProgressPreparationSchedule, |sched| {
sched.set_executor_kind(ExecutorKind::SingleThreaded);
});
app.init_resource::<MainScheduleOrder>();
app.world.resource_mut::<MainScheduleOrder>()
.insert_after(StateTransition, ProgressPreparationSchedule);
}
// clear/init progress count every frame
app.add_systems(
ProgressPreparationSchedule,
next_frame
.run_if(in_state(self.state.clone()))
// just in case some progress-tracked systems exist in `ProgressPreparationSchedule`
.before(TrackedProgressSet)
);
// setup and cleanup on state transition
app.add_systems(OnEnter(self.state.clone()), loadstate_enter);
app.add_systems(OnExit(self.state.clone()), loadstate_exit);
// check progress and queue any state transitions in the specified schedule
if let Some(next_state) = &self.next_state {
app.add_systems(self.check_progress_schedule.clone(),
check_progress::<S>(next_state.clone())
.run_if(in_state(self.state.clone()))
// just in case some progress-tracked systems exist in `Last`
.after(TrackedProgressSet)
.in_set(CheckProgressSet)
);
}
#[cfg(feature = "debug")]
// ensure we only add this stuff once, even if the plugin is added multiple times
// (it is state-agnostic)
if !app.world.contains_resource::<ProgressDebug>() {
app.init_resource::<ProgressDebug>();
app.add_systems(
Last,
debug_progress
.after(TrackedProgressSet)
.run_if(resource_exists::<ProgressCounter>())
.run_if(progress_debug_enabled)
);
}
#[cfg(feature = "assets")]
if self.track_assets {
app.init_resource::<asset::AssetsLoading>();
app.add_systems(
Update,
asset::assets_progress
.track_progress()
.in_set(asset::AssetsTrackProgress)
.run_if(in_state(self.state.clone())),
);
app.add_systems(OnExit(self.state.clone()), asset::assets_loading_reset);
}
#[cfg(not(feature = "assets"))]
if self.track_assets {
panic!("Enable the \"assets\" cargo feature to use assets tracking!");
}
}
fn name(&self) -> &str {
&self.plugin_name
}
}
/// Extension trait for systems with progress tracking
pub trait ProgressSystem<Params, T: ApplyProgress>: IntoSystem<(), T, Params> {
/// Call this to add your system returning [`Progress`] to your [`App`]
///
/// This adds the functionality for tracking the returned Progress.
fn track_progress(self) -> SystemConfigs;
}
impl<S, T, Params> ProgressSystem<Params, T> for S
where
T: ApplyProgress + 'static,
S: IntoSystem<(), T, Params>,
{
fn track_progress(self) -> SystemConfigs {
self.pipe(|In(progress): In<T>, counter: Res<ProgressCounter>| {
progress.apply_progress(&counter);
})
.in_set(TrackedProgressSet)
}
}
fn check_progress<S: States>(next_state: S) -> impl FnMut(Res<ProgressCounter>, ResMut<NextState<S>>) {
move |progress, mut state| {
if progress.progress_complete().is_ready() {
state.set(next_state.clone());
#[cfg(feature = "debug")]
debug!("Progress complete! Queueing state transition!");
}
}
}
/// Schedule where progress tracking is initialized every frame.
///
/// This will run after `StateTransition`, in the `Main` Bevy schedule.
///
/// Progress-tracked systems must not be added to schedules that run before this!
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, ScheduleLabel)]
pub struct ProgressPreparationSchedule;
/// Any system tracking progress should be part of this set.
/// All systems wrapped in [`track_progress`] are automatically part of this set.
///
/// [`track_progress`]: crate::ProgressSystem::track_progress
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, SystemSet)]
pub struct TrackedProgressSet;
/// This set represents the 'check progress' step.
/// It is only useful in the schedule where progress checking occurs (`Last` by default).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, SystemSet)]
pub struct CheckProgressSet;
/// Resource for tracking overall progress
///
/// This resource is automatically created when entering a state that was
/// configured using [`ProgressPlugin`], and removed when exiting it.
#[derive(Resource, Default)]
pub struct ProgressCounter {
// use atomics to track overall progress,
// so that we can avoid mut access in tracked systems,
// allowing them to run in parallel
done: AtomicU32,
total: AtomicU32,
done_hidden: AtomicU32,
total_hidden: AtomicU32,
persisted: Progress,
persisted_hidden: Progress,
}
impl ProgressCounter {
/// Get the latest overall progress information
///
/// This is the combined total of all systems.
///
/// To get correct information, make sure that you call this function only after
/// all your systems that track progress finished.
///
/// This does not include "hidden" progress. To get the full "real" total, use
/// `progress_complete`.
///
/// Use this method for progress bars and other things that indicate/report
/// progress information to the user.
pub fn progress(&self) -> Progress {
let total = self.total.load(MemOrdering::Acquire);
let done = self.done.load(MemOrdering::Acquire);
Progress { done, total }
}
/// Get the latest overall progress information
///
/// This is the combined total of all systems.
///
/// To get correct information, make sure that you call this function only after
/// all your systems that track progress finished
///
/// This includes "hidden" progress. To get only the "visible" progress, use
/// `progress`.
///
/// This is the method to be used for things like state transitions, and other
/// use cases that must account for the "true" actual progress of the
/// registered systems.
pub fn progress_complete(&self) -> Progress {
let total =
self.total.load(MemOrdering::Acquire) +
self.total_hidden.load(MemOrdering::Acquire);
let done =
self.done.load(MemOrdering::Acquire) +
self.done_hidden.load(MemOrdering::Acquire);
Progress { done, total }
}
/// Add some amount of progress to the running total for the current frame.
///
/// In most cases you do not want to call this function yourself.
/// Let your systems return a [`Progress`] and wrap them in [`track_progress`] instead.
///
/// [`track_progress`]: crate::ProgressSystem::track_progress
pub fn manually_track(&self, progress: Progress) {
self.total.fetch_add(progress.total, MemOrdering::Release);
// use `min` to clamp in case a bad user provides `done > total`
self.done
.fetch_add(progress.done.min(progress.total), MemOrdering::Release);
}
/// Add some amount of "hidden" progress to the running total for the current frame.
///
/// Hidden progress counts towards the true total (like for triggering the
/// state transition) as reported by the `progress_complete` method, but is not
/// counted by the `progress` method. The intention is that it should not
/// affect things like progress bars and other user-facing indicators.
///
/// In most cases you do not want to call this function yourself.
/// Let your systems return a [`Progress`] and wrap them in [`track_progress`] instead.
///
/// [`track_progress`]: crate::ProgressSystem::track_progress
pub fn manually_track_hidden(&self, progress: HiddenProgress) {
self.total_hidden
.fetch_add(progress.0.total, MemOrdering::Release);
// use `min` to clamp in case a bad user provides `done > total`
self.done_hidden
.fetch_add(progress.0.done.min(progress.0.total), MemOrdering::Release);
}
/// Persist progress for the rest of the current state
pub fn persist_progress(&mut self, progress: Progress) {
self.manually_track(progress);
self.persisted += progress;
}
/// Persist hidden progress for the rest of the current state
pub fn persist_progress_hidden(&mut self, progress: HiddenProgress) {
self.manually_track_hidden(progress);
self.persisted_hidden += progress.0;
}
}
/// Trait for all types that can be returned by systems to report progress
pub trait ApplyProgress {
/// Account the value into the total progress for this frame
fn apply_progress(self, total: &ProgressCounter);
}
impl ApplyProgress for Progress {
fn apply_progress(self, total: &ProgressCounter) {
total.manually_track(self);
}
}
impl ApplyProgress for HiddenProgress {
fn apply_progress(self, total: &ProgressCounter) {
total.manually_track_hidden(self);
}
}
impl<T: ApplyProgress> ApplyProgress for (T, T) {
fn apply_progress(self, total: &ProgressCounter) {
self.0.apply_progress(total);
self.1.apply_progress(total);
}
}
fn loadstate_enter(mut commands: Commands) {
commands.insert_resource(ProgressCounter::default());
#[cfg(feature = "debug")]
debug!("Progress counting enabled on state enter.");
}
fn loadstate_exit(mut commands: Commands) {
commands.remove_resource::<ProgressCounter>();
#[cfg(feature = "debug")]
debug!("Progress counting disabled on state exit.");
}
fn next_frame(counter: Res<ProgressCounter>) {
counter
.done
.store(counter.persisted.done, MemOrdering::Release);
counter
.total
.store(counter.persisted.total, MemOrdering::Release);
counter
.done_hidden
.store(counter.persisted_hidden.done, MemOrdering::Release);
counter
.total_hidden
.store(counter.persisted_hidden.total, MemOrdering::Release);
}
/// Dummy system to count for a number of frames
///
/// May be useful for testing/debug/workaround purposes.
pub fn dummy_system_wait_frames<const N: u32>(mut count: Local<u32>) -> HiddenProgress {
if *count <= N {
*count += 1;
}
HiddenProgress(Progress {
done: *count - 1,
total: N,
})
}
/// Dummy system to wait for a time duration
///
/// May be useful for testing/debug/workaround purposes.
pub fn dummy_system_wait_millis<const MILLIS: u64>(
mut state: Local<Option<Instant>>,
) -> HiddenProgress {
let end = state.unwrap_or_else(
|| Instant::now() + Duration::from_millis(MILLIS)
);
*state = Some(end);
HiddenProgress((Instant::now() > end).into())
}
#[cfg(feature = "debug")]
/// Use this resource to control the logging of debug info
///
/// Enabled by default. Only available if the `debug` cargo feature is enabled.
#[derive(Resource)]
pub struct ProgressDebug {
enabled: bool,
}
#[cfg(feature = "debug")]
impl Default for ProgressDebug {
fn default() -> Self {
Self {
enabled: true,
}
}
}
#[cfg(feature = "debug")]
fn debug_progress(counter: Res<ProgressCounter>) {
let progress = counter.progress();
let progress_full = counter.progress_complete();
trace!(
"Progress: {}/{}; Full Progress: {}/{}",
progress.done,
progress.total,
progress_full.done,
progress_full.total,
);
}
#[cfg(feature = "debug")]
fn progress_debug_enabled(cfg: Option<Res<ProgressDebug>>) -> bool {
cfg.map(|cfg| cfg.enabled).unwrap_or(false)
}