Struct bevy_debug_camera::DebugCameraActive
source · pub struct DebugCameraActive {
pub keymouse: bool,
pub gamepad: bool,
}Expand description
This system signals whether the debug camera should be active. You can selectively pick which input types are active at a given time. You can
Fields§
§keymouse: boolIf set to true, our keyboard + mouse bindings will be active for any cameras marked as
crate::DebugCamera.
gamepad: boolIf set to true, our gamepad bindings will be active for any cameras marked as
crate::DebugCamera.
Trait Implementations§
source§impl Clone for DebugCameraActive
impl Clone for DebugCameraActive
source§fn clone(&self) -> DebugCameraActive
fn clone(&self) -> DebugCameraActive
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 Debug for DebugCameraActive
impl Debug for DebugCameraActive
source§impl Default for DebugCameraActive
impl Default for DebugCameraActive
source§fn default() -> DebugCameraActive
fn default() -> DebugCameraActive
Returns the “default value” for a type. Read more
impl Resource for DebugCameraActivewhere Self: Send + Sync + 'static,
Auto Trait Implementations§
impl RefUnwindSafe for DebugCameraActive
impl Send for DebugCameraActive
impl Sync for DebugCameraActive
impl Unpin for DebugCameraActive
impl UnwindSafe for DebugCameraActive
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§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.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§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.§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.§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self using data from the given [World]