Struct bevy_egui::EguiUserTextures
source · 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: Handle<Image>) -> TextureId
pub fn add_image(&mut self, image: Handle<Image>) -> 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 you don’t want to bother with cleaning up textures in Egui.
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 copy 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
impl Default for EguiUserTextures
source§fn default() -> EguiUserTextures
fn default() -> EguiUserTextures
Returns the “default value” for a type. Read more
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 !RefUnwindSafe for EguiUserTextures
impl Send for EguiUserTextures
impl Sync for EguiUserTextures
impl Unpin for EguiUserTextures
impl !UnwindSafe for EguiUserTextures
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<Image>) -> U
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.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.