Struct bevy_render::view::window::ExtractedWindow
source · pub struct ExtractedWindow {Show 14 fields
pub entity: Entity,
pub handle: RawHandleWrapper,
pub physical_width: u32,
pub physical_height: u32,
pub present_mode: PresentMode,
pub desired_maximum_frame_latency: Option<NonZeroU32>,
pub swap_chain_texture_view: Option<TextureView>,
pub swap_chain_texture: Option<SurfaceTexture>,
pub swap_chain_texture_format: Option<TextureFormat>,
pub screenshot_memory: Option<ScreenshotPreparedState>,
pub size_changed: bool,
pub present_mode_changed: bool,
pub alpha_mode: CompositeAlphaMode,
pub screenshot_func: Option<ScreenshotFn>,
}
Fields§
§entity: Entity
An entity that contains the components in Window
.
handle: RawHandleWrapper
§physical_width: u32
§physical_height: u32
§present_mode: PresentMode
§desired_maximum_frame_latency: Option<NonZeroU32>
§swap_chain_texture_view: Option<TextureView>
Note: this will not always be the swap chain texture view. When taking a screenshot, this will point to an alternative texture instead to allow for copying the render result to CPU memory.
swap_chain_texture: Option<SurfaceTexture>
§swap_chain_texture_format: Option<TextureFormat>
§screenshot_memory: Option<ScreenshotPreparedState>
§size_changed: bool
§present_mode_changed: bool
§alpha_mode: CompositeAlphaMode
§screenshot_func: Option<ScreenshotFn>
Auto Trait Implementations§
impl Freeze for ExtractedWindow
impl !RefUnwindSafe for ExtractedWindow
impl Send for ExtractedWindow
impl Sync for ExtractedWindow
impl Unpin for ExtractedWindow
impl !UnwindSafe for ExtractedWindow
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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