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LoadState

Enum LoadState 

Source
enum LoadState {
    Pending(PendingAction),
    LoadingProject {
        project: Project,
        path: PathBuf,
        world: World,
        entity_assets: HashMap<Entity, RenderableAsset>,
        remaining: VecDeque<EntityRecord>,
        total: usize,
    },
    LoadingScene {
        path: PathBuf,
        world: World,
        entity_assets: HashMap<Entity, RenderableAsset>,
        remaining: VecDeque<EntityRecord>,
        total: usize,
    },
}
Expand description

Where a load currently stands, so it can be spread across several frames instead of blocking the main thread for its whole duration.

Variants§

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Pending(PendingAction)

Requested but not started; the project itself hasn’t been created/opened yet.

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LoadingProject

A New/Open Project action resolved into project; remaining entities for its start scene (if any) are drained a few at a time (see LOAD_BUDGET_PER_FRAME) into world/ entity_assets each frame until empty, at which point this replaces open_scenes wholesale — a different project’s tabs aren’t valid to keep around.

Fields

§project: Project
§path: PathBuf
§world: World
§entity_assets: HashMap<Entity, RenderableAsset>
§total: usize
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LoadingScene

An additional scene in the current project is being opened as a new tab; remaining is drained the same way, then the finished OpenScene is appended to open_scenes and made active — every other already-open tab is left untouched throughout.

Fields

§path: PathBuf
§world: World
§entity_assets: HashMap<Entity, RenderableAsset>
§total: usize

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