pub struct EguiUserTextures { /* private fields */ }Expand description
A resource for storing bevy_egui user textures.
Implementations§
Source§impl EguiUserTextures
impl EguiUserTextures
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 Clone for EguiUserTextures
impl Clone for EguiUserTextures
Source§fn clone(&self) -> EguiUserTextures
fn clone(&self) -> EguiUserTextures
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Default for EguiUserTextures
Available on crate feature render only.
impl Default for EguiUserTextures
Available on crate feature
render only.Source§impl ExtractResource for EguiUserTextureswhere
Self: Clone,
impl ExtractResource for EguiUserTextureswhere
Self: Clone,
type Source = EguiUserTextures
Source§fn extract_resource(source: &Self::Source) -> Self
fn extract_resource(source: &Self::Source) -> Self
Defines how the resource is transferred into the “render world”.
impl Resource for EguiUserTextures
Auto Trait Implementations§
impl Freeze for EguiUserTextures
impl !RefUnwindSafe for EguiUserTextures
impl Send for EguiUserTextures
impl Sync for EguiUserTextures
impl Unpin for EguiUserTextures
impl !UnwindSafe for EguiUserTextures
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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
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