pub struct TrackballPlugin;
Expand description
Plugin adding and configuring systems and their resources.
Halts TrackballSystemSet::Controller
for supported UI systems (i.e., bevy_egui
feature
gate) whenever they request focus by marking the active viewport as stolen.
See TrackballViewport::set_stolen
in order to steal the viewport and hence exclusively
consume its input events for UI systems that are not yet supported behind feature gate.
Trait Implementations§
Source§impl Default for TrackballPlugin
impl Default for TrackballPlugin
Source§fn default() -> TrackballPlugin
fn default() -> TrackballPlugin
Returns the “default value” for a type. Read more
Source§impl Plugin for TrackballPlugin
impl Plugin for TrackballPlugin
Source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish
should be called.Source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.Source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl Freeze for TrackballPlugin
impl RefUnwindSafe for TrackballPlugin
impl Send for TrackballPlugin
impl Sync for TrackballPlugin
impl Unpin for TrackballPlugin
impl UnwindSafe for TrackballPlugin
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
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ShaderType
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impl<T> Downcast for Twhere
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Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
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The inverse inclusion map: attempts to construct
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