pub struct ExtractedEguiTextures<'w> {
    pub egui_textures: Res<'w, ExtractedEguiManagedTextures>,
    pub user_textures: Res<'w, EguiUserTextures>,
}
Expand description

Extracted Egui textures.

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§egui_textures: Res<'w, ExtractedEguiManagedTextures>

Maps Egui managed texture ids to Bevy image handles.

§user_textures: Res<'w, EguiUserTextures>

Maps Bevy managed texture handles to Egui user texture ids.

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impl ExtractedEguiTextures<'_>

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pub fn handles( &self ) -> impl Iterator<Item = (EguiTextureId, AssetId<Image>)> + '_

Returns an iterator over all textures (both Egui and Bevy managed).

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impl SystemParam for ExtractedEguiTextures<'_>

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type State = FetchState

Used to store data which persists across invocations of a system.
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type Item<'w, 's> = ExtractedEguiTextures<'w>

The item type returned when constructing this system param. The value of this associated type should be Self, instantiated with new lifetimes. Read more
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fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State

Registers any World access used by this SystemParam and creates a new instance of this param’s State.
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fn new_archetype( state: &mut Self::State, archetype: &Archetype, system_meta: &mut SystemMeta )

For the specified Archetype, registers the components accessed by this SystemParam (if applicable).
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fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)

Applies any deferred mutations stored in this SystemParam’s state. This is used to apply Commands during apply_deferred.
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unsafe fn get_param<'w, 's>( state: &'s mut Self::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick ) -> Self::Item<'w, 's>

Creates a parameter to be passed into a SystemParamFunction. Read more
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impl<'w, 's> ReadOnlySystemParam for ExtractedEguiTextures<'w>

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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Performs the conversion.
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