Struct bevy_compose::compose::Flex
source · pub struct Flex<C> { /* private fields */ }Implementations§
source§impl<C> Flex<C>
impl<C> Flex<C>
sourcepub fn on_click<Marker>(self, system: impl IntoSystem<(), (), Marker>) -> Self
pub fn on_click<Marker>(self, system: impl IntoSystem<(), (), Marker>) -> Self
Examples found in repository?
More examples
examples/app.rs (line 16)
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fn ui(count: Res<Count>) -> impl Compose {
memo(
count.0,
flex((
format!("High five count: {}", count.0),
flex("Up high!")
.on_click(|mut count: ResMut<Count>| count.0 += 1)
.on_hover(|| {
dbg!("Hover!");
}),
flex("Down low!").on_click(|mut count: ResMut<Count>| count.0 -= 1),
if count.0 == 2 {
Some("The number 2!")
} else {
None
},
)),
)
}sourcepub fn on_hover<Marker>(self, system: impl IntoSystem<(), (), Marker>) -> Self
pub fn on_hover<Marker>(self, system: impl IntoSystem<(), (), Marker>) -> Self
Examples found in repository?
examples/app.rs (lines 17-19)
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fn ui(count: Res<Count>) -> impl Compose {
memo(
count.0,
flex((
format!("High five count: {}", count.0),
flex("Up high!")
.on_click(|mut count: ResMut<Count>| count.0 += 1)
.on_hover(|| {
dbg!("Hover!");
}),
flex("Down low!").on_click(|mut count: ResMut<Count>| count.0 -= 1),
if count.0 == 2 {
Some("The number 2!")
} else {
None
},
)),
)
}Trait Implementations§
source§impl<C: Compose> Compose for Flex<C>
impl<C: Compose> Compose for Flex<C>
type State = (Entity, <C as Compose>::State, Vec<Entity>)
fn build( &mut self, world: &mut World, children: &mut Vec<Entity> ) -> Self::State
fn rebuild( &mut self, target: &mut Self, state: &mut Self::State, world: &mut World, children: &mut Vec<Entity> )
fn remove(&mut self, _state: &mut Self::State)
Auto Trait Implementations§
impl<C> Freeze for Flex<C>where
C: Freeze,
impl<C> !RefUnwindSafe for Flex<C>
impl<C> Send for Flex<C>where
C: Send,
impl<C> Sync for Flex<C>where
C: Sync,
impl<C> Unpin for Flex<C>where
C: Unpin,
impl<C> !UnwindSafe for Flex<C>
Blanket Implementations§
source§impl<C> AnyCompose for Cwhere
C: Compose,
impl<C> AnyCompose for Cwhere
C: Compose,
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn build_any( &mut self, world: &mut World, children: &mut Vec<Entity> ) -> Box<dyn Any + Send + Sync>
fn rebuild_any( &mut self, target: &mut (dyn Any + 'static), state: &mut (dyn Any + 'static), world: &mut World, children: &mut Vec<Entity> )
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.