Struct bevy_egui::EguiContextQuery
source · pub struct EguiContextQuery {
pub window_entity: Entity,
pub ctx: &'static mut EguiContext,
pub egui_input: &'static mut EguiInput,
pub render_output: &'static mut EguiRenderOutput,
pub egui_output: &'static mut EguiOutput,
pub window_size: &'static mut WindowSize,
pub window: &'static mut Window,
}
Expand description
Queries all the Egui related components.
Fields§
§window_entity: Entity
Window entity.
ctx: &'static mut EguiContext
Egui context associated with the window.
egui_input: &'static mut EguiInput
Encapsulates egui::RawInput
.
render_output: &'static mut EguiRenderOutput
Egui shapes and textures delta.
egui_output: &'static mut EguiOutput
Encapsulates egui::PlatformOutput
.
window_size: &'static mut WindowSize
Stores physical size of the window and its scale factor.
window: &'static mut Window
Window
component.
Trait Implementations§
source§impl QueryData for EguiContextQuery
impl QueryData for EguiContextQuery
SAFETY: we assert fields are readonly below
§type ReadOnly = EguiContextQueryReadOnly
type ReadOnly = EguiContextQueryReadOnly
The read-only variant of this
QueryData
, which satisfies the ReadOnlyQueryData
trait.source§impl WorldQuery for EguiContextQuery
impl WorldQuery for EguiContextQuery
source§unsafe fn set_archetype<'__w>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &Self::State,
_archetype: &'__w Archetype,
_table: &'__w Table
)
unsafe fn set_archetype<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _archetype: &'__w Archetype, _table: &'__w Table )
SAFETY: we call set_archetype
for each member that implements Fetch
source§unsafe fn set_table<'__w>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &Self::State,
_table: &'__w Table
)
unsafe fn set_table<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _table: &'__w Table )
SAFETY: we call set_table
for each member that implements Fetch
source§unsafe fn fetch<'__w>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: TableRow
) -> <Self as WorldQuery>::Item<'__w>
unsafe fn fetch<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow ) -> <Self as WorldQuery>::Item<'__w>
SAFETY: we call fetch
for each member that implements Fetch
.
§type Item<'__w> = EguiContextQueryItem<'__w>
type Item<'__w> = EguiContextQueryItem<'__w>
The item returned by this
WorldQuery
For QueryData
this will be the item returned by the query.
For QueryFilter
this will be either ()
, or a bool
indicating whether the entity should be included
or a tuple of such things.§type Fetch<'__w> = EguiContextQueryFetch<'__w>
type Fetch<'__w> = EguiContextQueryFetch<'__w>
Per archetype/table state used by this
WorldQuery
to fetch Self::Item
§type State = EguiContextQueryState
type State = EguiContextQueryState
State used to construct a
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
.source§fn shrink<'__wlong: '__wshort, '__wshort>(
item: <EguiContextQuery as WorldQuery>::Item<'__wlong>
) -> <EguiContextQuery as WorldQuery>::Item<'__wshort>
fn shrink<'__wlong: '__wshort, '__wshort>( item: <EguiContextQuery as WorldQuery>::Item<'__wlong> ) -> <EguiContextQuery as WorldQuery>::Item<'__wshort>
This function manually implements subtyping for the query items.
source§unsafe fn init_fetch<'__w>(
_world: UnsafeWorldCell<'__w>,
state: &Self::State,
_last_run: Tick,
_this_run: Tick
) -> <Self as WorldQuery>::Fetch<'__w>
unsafe fn init_fetch<'__w>( _world: UnsafeWorldCell<'__w>, state: &Self::State, _last_run: Tick, _this_run: Tick ) -> <Self as WorldQuery>::Fetch<'__w>
Creates a new instance of this fetch. Read more
source§const IS_DENSE: bool = true
const IS_DENSE: bool = true
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. This is used to select a more efficient “table iterator”
for “dense” queries. If this returns true,
WorldQuery::set_table
must be used before
WorldQuery::fetch
can be called for iterators. If this returns false,
WorldQuery::set_archetype
must be used before WorldQuery::fetch
can be called for
iterators.source§fn update_component_access(
state: &Self::State,
_access: &mut FilteredAccess<ComponentId>
)
fn update_component_access( state: &Self::State, _access: &mut FilteredAccess<ComponentId> )
source§fn init_state(world: &mut World) -> EguiContextQueryState
fn init_state(world: &mut World) -> EguiContextQueryState
Creates and initializes a
State
for this WorldQuery
type.source§fn get_state(components: &Components) -> Option<EguiContextQueryState>
fn get_state(components: &Components) -> Option<EguiContextQueryState>
source§fn matches_component_set(
state: &Self::State,
_set_contains_id: &impl Fn(ComponentId) -> bool
) -> bool
fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool ) -> bool
source§fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
Sets available accesses for implementors with dynamic access such as
FilteredEntityRef
or FilteredEntityMut
. Read moreAuto Trait Implementations§
impl Freeze for EguiContextQuery
impl !RefUnwindSafe for EguiContextQuery
impl Send for EguiContextQuery
impl Sync for EguiContextQuery
impl Unpin for EguiContextQuery
impl !UnwindSafe for EguiContextQuery
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
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.