pub struct EguiContexts<'w, 's> { /* private fields */ }Expand description
A helper SystemParam that provides a way to get EguiContext with less boilerplate and
combines a proxy interface to the EguiUserTextures resource.
Implementations§
Source§impl EguiContexts<'_, '_>
impl EguiContexts<'_, '_>
Sourcepub fn ctx_mut(&mut self) -> Result<&mut Context, QuerySingleError>
pub fn ctx_mut(&mut self) -> Result<&mut Context, QuerySingleError>
Returns an Egui context with the PrimaryEguiContext component.
Sourcepub fn ctx_for_entity_mut(
&mut self,
entity: Entity,
) -> Result<&mut Context, QueryEntityError>
pub fn ctx_for_entity_mut( &mut self, entity: Entity, ) -> Result<&mut Context, QueryEntityError>
Egui context of a specific entity.
Sourcepub fn ctx_for_entities_mut<const N: usize>(
&mut self,
ids: [Entity; N],
) -> Result<[&mut Context; N], QueryEntityError>
pub fn ctx_for_entities_mut<const N: usize>( &mut self, ids: [Entity; N], ) -> Result<[&mut Context; N], QueryEntityError>
Allows to get multiple contexts at the same time. This function is useful when you want
to get multiple contexts without using the immutable_ctx feature.
Sourcepub fn add_image(&mut self, image: EguiTextureHandle) -> TextureId
pub fn add_image(&mut self, image: EguiTextureHandle) -> TextureId
Can accept either a strong or a weak handle.
You may want to pass a weak handle if you control removing texture assets in your
application manually and don’t want to bother with cleaning up textures in Egui.
(The cleanup happens in free_egui_textures_system.)
You’ll want to pass a strong handle if a texture is used only in Egui and there are no handle copies stored anywhere else.
Trait Implementations§
Source§impl SystemParam for EguiContexts<'_, '_>
impl SystemParam for EguiContexts<'_, '_>
Source§type Item<'w, 's> = EguiContexts<'w, 's>
type Item<'w, 's> = EguiContexts<'w, 's>
Self, instantiated with new lifetimes. Read moreSource§fn init_access(
state: &Self::State,
system_meta: &mut SystemMeta,
component_access_set: &mut FilteredAccessSet,
world: &mut World,
)
fn init_access( state: &Self::State, system_meta: &mut SystemMeta, component_access_set: &mut FilteredAccessSet, world: &mut World, )
World access used by this SystemParamSource§fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
SystemParam’s state.
This is used to apply Commands during ApplyDeferred.Source§fn queue(
state: &mut Self::State,
system_meta: &SystemMeta,
world: DeferredWorld<'_>,
)
fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )
ApplyDeferred.Source§unsafe fn validate_param<'w, 's>(
state: &'s mut Self::State,
_system_meta: &SystemMeta,
_world: UnsafeWorldCell<'w>,
) -> Result<(), SystemParamValidationError>
unsafe fn validate_param<'w, 's>( state: &'s mut Self::State, _system_meta: &SystemMeta, _world: UnsafeWorldCell<'w>, ) -> Result<(), SystemParamValidationError>
Source§unsafe fn get_param<'w, 's>(
state: &'s mut Self::State,
system_meta: &SystemMeta,
world: UnsafeWorldCell<'w>,
change_tick: Tick,
) -> Self::Item<'w, 's>
unsafe fn get_param<'w, 's>( state: &'s mut Self::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> Self::Item<'w, 's>
SystemParamFunction. Read moreimpl<'w, 's> ReadOnlySystemParam for EguiContexts<'w, 's>where
Query<'w, 's, (&'static mut EguiContext, Option<&'static PrimaryEguiContext>)>: ReadOnlySystemParam,
ResMut<'w, EguiUserTextures>: ReadOnlySystemParam,
Auto Trait Implementations§
impl<'w, 's> Freeze for EguiContexts<'w, 's>
impl<'w, 's> !RefUnwindSafe for EguiContexts<'w, 's>
impl<'w, 's> Send for EguiContexts<'w, 's>
impl<'w, 's> Sync for EguiContexts<'w, 's>
impl<'w, 's> Unpin for EguiContexts<'w, 's>
impl<'w, 's> !UnwindSafe for EguiContexts<'w, 's>
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
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,
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