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 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`] instead.
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`] instead.
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 ` ] instead .
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);
    }
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 progress to the running total for the current frame.
Add some amount of progress to the running total for the current frame .
&self
progress
Progress
&self
progress
Progress