pub struct Surfaces { /* private fields */ }Expand description
The registry of named UI surfaces. Insert it (the plugin does) and have app
systems create surfaces, then use the returned handle as a
material texture.
Implementations§
Source§impl Surfaces
impl Surfaces
Sourcepub fn create(
&mut self,
images: &mut Assets<Image>,
name: impl Into<String>,
spec: SurfaceSpec,
) -> Handle<Image>
pub fn create( &mut self, images: &mut Assets<Image>, name: impl Into<String>, spec: SurfaceSpec, ) -> Handle<Image>
Allocate an offscreen texture and register it under name, returning the
Handle<Image> to use as a material texture. React’s <surface name={name}> renders its subtree into it. Re-creating an existing name
replaces the texture (the old camera is dropped on the next bind).
Sourcepub fn get(&self, name: &str) -> Option<Handle<Image>>
pub fn get(&self, name: &str) -> Option<Handle<Image>>
The backing texture handle for name, if registered.
Sourcepub fn invalidate(&mut self, name: &str)
pub fn invalidate(&mut self, name: &str)
Mark a surface for one more render (a RenderMode::Snapshot re-captures;
a RenderMode::Live surface renders every frame anyway).
Sourcepub fn set_mode(&mut self, name: &str, mode: RenderMode)
pub fn set_mode(&mut self, name: &str, mode: RenderMode)
Switch a surface’s render model at runtime.
Sourcepub fn remove(&mut self, name: &str)
pub fn remove(&mut self, name: &str)
Drop a surface. Its UI camera is despawned on the next bind_surfaces;
React <surface> roots bound to the name hide until it is re-registered.
Trait Implementations§
Source§impl Component for Surfaces
impl Component for Surfaces
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
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EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl Resource for Surfaces
Auto Trait Implementations§
impl !RefUnwindSafe for Surfaces
impl !Unpin for Surfaces
impl !UnwindSafe for Surfaces
impl Freeze for Surfaces
impl Send for Surfaces
impl Sync for Surfaces
impl UnsafeUnpin for Surfaces
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Source§impl<T, U> AsBindGroupShaderType<U> for T
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