pub struct NodeQuery { /* private fields */ }Expand description
Main query for ui_focus_system
Trait Implementations§
Source§impl QueryData for NodeQuery
SAFETY: we assert fields are readonly below
impl QueryData for NodeQuery
SAFETY: we assert fields are readonly below
Source§unsafe fn fetch<'__w, '__s>(
_state: &'__s <NodeQuery as WorldQuery>::State,
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: TableRow,
) -> Option<<NodeQuery as QueryData>::Item<'__w, '__s>>
unsafe fn fetch<'__w, '__s>( _state: &'__s <NodeQuery as WorldQuery>::State, _fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow, ) -> Option<<NodeQuery as QueryData>::Item<'__w, '__s>>
SAFETY: we call fetch for each member that implements Fetch.
Source§const IS_READ_ONLY: bool = false
const IS_READ_ONLY: bool = false
True if this query is read-only and may not perform mutable access.
Source§const IS_ARCHETYPAL: bool = true
const IS_ARCHETYPAL: bool = true
Returns true if (and only if) this query data relies strictly on archetypes to limit which
entities are accessed by the Query. Read more
Source§type ReadOnly = NodeQueryReadOnly
type ReadOnly = NodeQueryReadOnly
The read-only variant of this
QueryData, which satisfies the ReadOnlyQueryData trait.Source§type Item<'__w, '__s> = NodeQueryItem<'__w, '__s>
type Item<'__w, '__s> = NodeQueryItem<'__w, '__s>
The item returned by this
WorldQuery
This will be the data retrieved by the query,
and is visible to the end user when calling e.g. Query<Self>::get.Source§fn shrink<'__wlong, '__wshort, '__s>(
item: <NodeQuery as QueryData>::Item<'__wlong, '__s>,
) -> <NodeQuery as QueryData>::Item<'__wshort, '__s>where
'__wlong: '__wshort,
fn shrink<'__wlong, '__wshort, '__s>(
item: <NodeQuery as QueryData>::Item<'__wlong, '__s>,
) -> <NodeQuery as QueryData>::Item<'__wshort, '__s>where
'__wlong: '__wshort,
This function manually implements subtyping for the query items.
Source§fn provide_extra_access(
state: &mut <NodeQuery as WorldQuery>::State,
access: &mut Access,
available_access: &Access,
)
fn provide_extra_access( state: &mut <NodeQuery as WorldQuery>::State, access: &mut Access, available_access: &Access, )
Offers additional access above what we requested in
update_component_access.
Implementations may add additional access that is a subset of available_access
and does not conflict with anything in access,
and must update access to include that access. Read moreSource§fn iter_access(
_state: &<NodeQuery as WorldQuery>::State,
) -> impl Iterator<Item = EcsAccessType<'_>>
fn iter_access( _state: &<NodeQuery as WorldQuery>::State, ) -> impl Iterator<Item = EcsAccessType<'_>>
Returns an iterator over the access needed by
QueryData::fetch. Access conflicts are usually
checked in WorldQuery::update_component_access, but in certain cases this method can be useful to implement
a way of checking for access conflicts in a non-allocating way.Source§impl ReleaseStateQueryData for NodeQuerywhere
Entity: for<'__a> ReleaseStateQueryData,
&'static ComputedNode: for<'__a> ReleaseStateQueryData,
&'static UiGlobalTransform: for<'__a> ReleaseStateQueryData,
Option<&'static mut Interaction>: for<'__a> ReleaseStateQueryData,
Option<&'static mut RelativeCursorPosition>: for<'__a> ReleaseStateQueryData,
Option<&'static FocusPolicy>: for<'__a> ReleaseStateQueryData,
Option<&'static InheritedVisibility>: for<'__a> ReleaseStateQueryData,
&'static ComputedUiTargetCamera: for<'__a> ReleaseStateQueryData,
impl ReleaseStateQueryData for NodeQuerywhere
Entity: for<'__a> ReleaseStateQueryData,
&'static ComputedNode: for<'__a> ReleaseStateQueryData,
&'static UiGlobalTransform: for<'__a> ReleaseStateQueryData,
Option<&'static mut Interaction>: for<'__a> ReleaseStateQueryData,
Option<&'static mut RelativeCursorPosition>: for<'__a> ReleaseStateQueryData,
Option<&'static FocusPolicy>: for<'__a> ReleaseStateQueryData,
Option<&'static InheritedVisibility>: for<'__a> ReleaseStateQueryData,
&'static ComputedUiTargetCamera: for<'__a> ReleaseStateQueryData,
Source§impl WorldQuery for NodeQuery
impl WorldQuery for NodeQuery
Source§unsafe fn set_archetype<'__w, '__s>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &'__s <NodeQuery as WorldQuery>::State,
_archetype: &'__w Archetype,
_table: &'__w Table,
)
unsafe fn set_archetype<'__w, '__s>( _fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>, _state: &'__s <NodeQuery as WorldQuery>::State, _archetype: &'__w Archetype, _table: &'__w Table, )
SAFETY: we call set_archetype for each member that implements Fetch
Source§unsafe fn set_table<'__w, '__s>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &'__s <NodeQuery as WorldQuery>::State,
_table: &'__w Table,
)
unsafe fn set_table<'__w, '__s>( _fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>, _state: &'__s <NodeQuery as WorldQuery>::State, _table: &'__w Table, )
SAFETY: we call set_table for each member that implements Fetch
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. Read more
Source§type Fetch<'__w> = NodeQueryFetch<'__w>
type Fetch<'__w> = NodeQueryFetch<'__w>
Per archetype/table state retrieved by this
WorldQuery to compute Self::Item for each entity.Source§type State = NodeQueryState
type State = NodeQueryState
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_fetch<'__wlong, '__wshort>(
fetch: <NodeQuery as WorldQuery>::Fetch<'__wlong>,
) -> <NodeQuery as WorldQuery>::Fetch<'__wshort>where
'__wlong: '__wshort,
fn shrink_fetch<'__wlong, '__wshort>(
fetch: <NodeQuery as WorldQuery>::Fetch<'__wlong>,
) -> <NodeQuery as WorldQuery>::Fetch<'__wshort>where
'__wlong: '__wshort,
This function manually implements subtyping for the query fetches.
Source§unsafe fn init_fetch<'__w, '__s>(
_world: UnsafeWorldCell<'__w>,
state: &'__s <NodeQuery as WorldQuery>::State,
_last_run: Tick,
_this_run: Tick,
) -> <NodeQuery as WorldQuery>::Fetch<'__w>
unsafe fn init_fetch<'__w, '__s>( _world: UnsafeWorldCell<'__w>, state: &'__s <NodeQuery as WorldQuery>::State, _last_run: Tick, _this_run: Tick, ) -> <NodeQuery as WorldQuery>::Fetch<'__w>
Creates a new instance of
Self::Fetch,
by combining data from the World with the cached Self::State.
Readonly accesses resources registered in WorldQuery::update_component_access. Read moreSource§fn update_component_access(
state: &<NodeQuery as WorldQuery>::State,
_access: &mut FilteredAccess,
)
fn update_component_access( state: &<NodeQuery as WorldQuery>::State, _access: &mut FilteredAccess, )
Source§fn init_state(world: &mut World) -> NodeQueryState
fn init_state(world: &mut World) -> NodeQueryState
Creates and initializes a
State for this WorldQuery type.Source§fn get_state(components: &Components) -> Option<NodeQueryState>
fn get_state(components: &Components) -> Option<NodeQueryState>
Source§fn matches_component_set(
state: &<NodeQuery as WorldQuery>::State,
_set_contains_id: &impl Fn(ComponentId) -> bool,
) -> bool
fn matches_component_set( state: &<NodeQuery as WorldQuery>::State, _set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool
impl ArchetypeQueryData for NodeQuerywhere
Entity: for<'__a> ArchetypeQueryData,
&'static ComputedNode: for<'__a> ArchetypeQueryData,
&'static UiGlobalTransform: for<'__a> ArchetypeQueryData,
Option<&'static mut Interaction>: for<'__a> ArchetypeQueryData,
Option<&'static mut RelativeCursorPosition>: for<'__a> ArchetypeQueryData,
Option<&'static FocusPolicy>: for<'__a> ArchetypeQueryData,
Option<&'static InheritedVisibility>: for<'__a> ArchetypeQueryData,
&'static ComputedUiTargetCamera: for<'__a> ArchetypeQueryData,
Auto Trait Implementations§
impl Freeze for NodeQuery
impl RefUnwindSafe for NodeQuery
impl Send for NodeQuery
impl Sync for NodeQuery
impl Unpin for NodeQuery
impl !UnwindSafe for NodeQuery
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