pub struct NodeQuery { /* private fields */ }
Expand description
Main query for ui_focus_system
Trait Implementations§
§impl WorldQuery for NodeQuery
impl WorldQuery for NodeQuery
§unsafe fn set_archetype<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &<NodeQuery as WorldQuery>::State,
_archetype: &'__w Archetype,
_table: &'__w Table
)
unsafe fn set_archetype<'__w>( _fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>, _state: &<NodeQuery as WorldQuery>::State, _archetype: &'__w Archetype, _table: &'__w Table )
SAFETY: we call set_archetype
for each member that implements Fetch
§unsafe fn set_table<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &<NodeQuery as WorldQuery>::State,
_table: &'__w Table
)
unsafe fn set_table<'__w>( _fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>, _state: &<NodeQuery as WorldQuery>::State, _table: &'__w Table )
SAFETY: we call set_table
for each member that implements Fetch
§unsafe fn fetch<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: TableRow
) -> <NodeQuery as WorldQuery>::Item<'__w>
unsafe fn fetch<'__w>( _fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow ) -> <NodeQuery as WorldQuery>::Item<'__w>
SAFETY: we call fetch
for each member that implements Fetch
.
§type Item<'__w> = NodeQueryItem<'__w>
type Item<'__w> = NodeQueryItem<'__w>
The item returned by this
WorldQuery
§type Fetch<'__w> = NodeQueryFetch<'__w>
type Fetch<'__w> = NodeQueryFetch<'__w>
Per archetype/table state used by this
WorldQuery
to fetch Self::Item
§type ReadOnly = NodeQueryReadOnly
type ReadOnly = NodeQueryReadOnly
The read-only variant of this
WorldQuery
, which satisfies the ReadOnlyWorldQuery
trait.§type State = NodeQueryState
type State = NodeQueryState
State used to construct a
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
.§fn shrink<'__wlong, '__wshort>(
item: <NodeQuery as WorldQuery>::Item<'__wlong>
) -> <NodeQuery as WorldQuery>::Item<'__wshort>where
'__wlong: '__wshort,
fn shrink<'__wlong, '__wshort>( item: <NodeQuery as WorldQuery>::Item<'__wlong> ) -> <NodeQuery as WorldQuery>::Item<'__wshort>where '__wlong: '__wshort,
This function manually implements subtyping for the query items.
§unsafe fn init_fetch<'__w>(
_world: UnsafeWorldCell<'__w>,
state: &<NodeQuery as WorldQuery>::State,
_last_run: Tick,
_this_run: Tick
) -> <NodeQuery as WorldQuery>::Fetch<'__w>
unsafe fn init_fetch<'__w>( _world: UnsafeWorldCell<'__w>, state: &<NodeQuery as WorldQuery>::State, _last_run: Tick, _this_run: Tick ) -> <NodeQuery as WorldQuery>::Fetch<'__w>
Creates a new instance of this fetch. Read more
§unsafe fn clone_fetch<'__w>(
_fetch: &<NodeQuery as WorldQuery>::Fetch<'__w>
) -> <NodeQuery as WorldQuery>::Fetch<'__w>
unsafe fn clone_fetch<'__w>( _fetch: &<NodeQuery as WorldQuery>::Fetch<'__w> ) -> <NodeQuery as WorldQuery>::Fetch<'__w>
While this function can be called for any query, it is always safe to call if
Self: ReadOnlyWorldQuery
holds. Read more§const IS_DENSE: bool = true
const IS_DENSE: bool = true
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. This is used to select a more efficient “table iterator”
for “dense” queries. If this returns true,
WorldQuery::set_table
must be used before
WorldQuery::fetch
can be called for iterators. If this returns false,
WorldQuery::set_archetype
must be used before WorldQuery::fetch
can be called for
iterators.§const IS_ARCHETYPAL: bool = true
const IS_ARCHETYPAL: bool = true
Returns true if (and only if) this Fetch relies strictly on archetypes to limit which
components are accessed by the Query. Read more
§unsafe fn filter_fetch<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: TableRow
) -> bool
unsafe fn filter_fetch<'__w>( _fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow ) -> bool
Safety Read more
§fn update_component_access(
state: &<NodeQuery as WorldQuery>::State,
_access: &mut FilteredAccess<ComponentId>
)
fn update_component_access( state: &<NodeQuery as WorldQuery>::State, _access: &mut FilteredAccess<ComponentId> )
Adds any component accesses used by this
WorldQuery
to access
.§fn update_archetype_component_access(
state: &<NodeQuery as WorldQuery>::State,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
fn update_archetype_component_access( state: &<NodeQuery as WorldQuery>::State, _archetype: &Archetype, _access: &mut Access<ArchetypeComponentId> )
§fn init_state(world: &mut World) -> NodeQueryState
fn init_state(world: &mut World) -> NodeQueryState
Creates and initializes a
State
for this WorldQuery
type.§fn matches_component_set(
state: &<NodeQuery as WorldQuery>::State,
_set_contains_id: &impl Fn(ComponentId) -> bool
) -> bool
fn matches_component_set( state: &<NodeQuery as WorldQuery>::State, _set_contains_id: &impl Fn(ComponentId) -> bool ) -> bool
Returns
true
if this query matches a set of components. Otherwise, returns false
.Auto Trait Implementations§
impl RefUnwindSafe for NodeQuery
impl Send for NodeQuery
impl Sync for NodeQuery
impl Unpin for NodeQuery
impl !UnwindSafe for NodeQuery
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.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
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any, 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>
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
.§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.