Struct amethyst_ui::DrawUi [−][src]
pub struct DrawUi { /* fields omitted */ }
Draw Ui elements. UI won't display without this. It's recommended this be your last pass.
Methods
impl DrawUi
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impl DrawUi
Trait Implementations
impl<'a> PassData<'a> for DrawUi
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impl<'a> PassData<'a> for DrawUi
type Data = (Entities<'a>, ReadExpect<'a, Loader>, ReadExpect<'a, ScreenDimensions>, Read<'a, AssetStorage<Texture>>, Read<'a, AssetStorage<FontAsset>>, Read<'a, UiFocused>, ReadStorage<'a, UiImage>, ReadStorage<'a, UiTransform>, WriteStorage<'a, UiText>, ReadStorage<'a, TextEditing>)
The data itself.
impl Pass for DrawUi
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impl Pass for DrawUi
fn compile(&mut self, effect: NewEffect) -> Result<Effect>
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fn compile(&mut self, effect: NewEffect) -> Result<Effect>
The pass is given an opportunity to compile shaders and store them in an Effect
which is then passed to the pass in apply
. Read more
fn apply<'a, 'b: 'a>(
&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
factory: Factory,
(entities, loader, screen_dimensions, tex_storage, font_storage, focused, ui_image, ui_transform, ui_text, editing): Self::Data
)
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fn apply<'a, 'b: 'a>(
&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
factory: Factory,
(entities, loader, screen_dimensions, tex_storage, font_storage, focused, ui_image, ui_transform, ui_text, editing): Self::Data
)
Called whenever the renderer is ready to apply the pass. Feed commands into the encoder here. Read more