Struct bevy::ui::TransparentUi
pub struct TransparentUi {
pub sort_key: FloatOrd,
pub entity: Entity,
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
}
Fields§
§sort_key: FloatOrd
§entity: Entity
§pipeline: CachedRenderPipelineId
§draw_function: DrawFunctionId
Trait Implementations§
§impl CachedRenderPipelinePhaseItem for TransparentUi
impl CachedRenderPipelinePhaseItem for TransparentUi
§fn cached_pipeline(&self) -> CachedRenderPipelineId
fn cached_pipeline(&self) -> CachedRenderPipelineId
The id of the render pipeline, cached in the
PipelineCache
, that will be used to draw
this phase item.§impl PhaseItem for TransparentUi
impl PhaseItem for TransparentUi
§type SortKey = FloatOrd
type SortKey = FloatOrd
The type used for ordering the items. The smallest values are drawn first.
This order can be calculated using the
ViewRangefinder3d
,
based on the view-space Z
value of the corresponding view matrix.§fn sort_key(&self) -> <TransparentUi as PhaseItem>::SortKey
fn sort_key(&self) -> <TransparentUi as PhaseItem>::SortKey
Determines the order in which the items are drawn.
§fn draw_function(&self) -> DrawFunctionId
fn draw_function(&self) -> DrawFunctionId
Specifies the
Draw
function used to render the item.§fn sort(items: &mut [Self])
fn sort(items: &mut [Self])
Sorts a slice of phase items into render order. Generally if the same type
implements
BatchedPhaseItem
, this should use a stable sort like slice::sort_by_key
.
In almost all other cases, this should not be altered from the default,
which uses a unstable sort, as this provides the best balance of CPU and GPU
performance. Read moreAuto Trait Implementations§
impl RefUnwindSafe for TransparentUi
impl Send for TransparentUi
impl Sync for TransparentUi
impl Unpin for TransparentUi
impl UnwindSafe for TransparentUi
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.