pub struct Window {Show 22 fields
pub cursor: Cursor,
pub present_mode: PresentMode,
pub mode: WindowMode,
pub position: WindowPosition,
pub resolution: WindowResolution,
pub title: String,
pub name: Option<String>,
pub composite_alpha_mode: CompositeAlphaMode,
pub resize_constraints: WindowResizeConstraints,
pub resizable: bool,
pub enabled_buttons: EnabledButtons,
pub decorations: bool,
pub transparent: bool,
pub focused: bool,
pub window_level: WindowLevel,
pub canvas: Option<String>,
pub prevent_default_event_handling: bool,
pub internal: InternalWindowState,
pub ime_enabled: bool,
pub ime_position: Vec2,
pub window_theme: Option<WindowTheme>,
pub visible: bool,
}
Expand description
The defining Component
for window entities,
storing information about how it should appear and behave.
Each window corresponds to an entity, and is uniquely identified by the value of their Entity
.
When the Window
component is added to an entity, a new window will be opened.
When it is removed or the entity is despawned, the window will close.
The primary window entity (and the corresponding window) is spawned by default
by WindowPlugin
and is marked with the PrimaryWindow
component.
This component is synchronized with winit
through bevy_winit
:
it will reflect the current state of the window and can be modified to change this state.
§Example
Because this component is synchronized with winit
, it can be used to perform
OS-integrated windowing operations. For example, here’s a simple system
to change the cursor type:
fn change_cursor(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
// Query returns one window typically.
for mut window in windows.iter_mut() {
window.cursor.icon = CursorIcon::Wait;
}
}
Fields§
§cursor: Cursor
The cursor of this window.
present_mode: PresentMode
What presentation mode to give the window.
mode: WindowMode
Which fullscreen or windowing mode should be used.
position: WindowPosition
Where the window should be placed.
resolution: WindowResolution
What resolution the window should have.
title: String
Stores the title of the window.
name: Option<String>
Stores the application ID (on Wayland
), WM_CLASS
(on X11
) or window class name (on Windows
) of the window.
For details about application ID conventions, see the Desktop Entry Spec.
For details about WM_CLASS
, see the X11 Manual Pages.
For details about Windows
’s window class names, see About Window Classes.
§Platform-specific
Windows
: Can only be set while building the window, setting the window’s window class name.Wayland
: Can only be set while building the window, setting the window’s application ID.X11
: Can only be set while building the window, setting the window’sWM_CLASS
.macOS
,iOS
,Android
, andWeb
: not applicable.
Notes: Changing this field during runtime will have no effect for now.
composite_alpha_mode: CompositeAlphaMode
How the alpha channel of textures should be handled while compositing.
resize_constraints: WindowResizeConstraints
The limits of the window’s logical size
(found in its resolution
) when resizing.
resizable: bool
Should the window be resizable?
Note: This does not stop the program from fullscreening/setting the size programmatically.
Specifies which window control buttons should be enabled.
§Platform-specific
iOS
, Android
, and the Web
do not have window control buttons.
On some Linux
environments these values have no effect.
decorations: bool
Should the window have decorations enabled?
(Decorations are the minimize, maximize, and close buttons on desktop apps)
§Platform-specific
iOS
, Android
, and the Web
do not have decorations.
transparent: bool
Should the window be transparent?
Defines whether the background of the window should be transparent.
§Platform-specific
- iOS / Android / Web: Unsupported.
- macOS: Not working as expected.
macOS transparent works with winit out of the box, so this issue might be related to: https://github.com/gfx-rs/wgpu/issues/687.
You should also set the window composite_alpha_mode
to CompositeAlphaMode::PostMultiplied
.
focused: bool
Get/set whether the window is focused.
window_level: WindowLevel
Where should the window appear relative to other overlapping window.
§Platform-specific
- iOS / Android / Web / Wayland: Unsupported.
canvas: Option<String>
The “html canvas” element selector.
If set, this selector will be used to find a matching html canvas element, rather than creating a new one. Uses the CSS selector format.
This value has no effect on non-web platforms.
prevent_default_event_handling: bool
Whether or not to stop events from propagating out of the canvas element
When true
, this will prevent common browser hotkeys like F5, F12, Ctrl+R, tab, etc.
from performing their default behavior while the bevy app has focus.
This value has no effect on non-web platforms.
internal: InternalWindowState
Stores internal state that isn’t directly accessible.
ime_enabled: bool
Should the window use Input Method Editor?
If enabled, the window will receive Ime
events instead of
ReceivedCharacter
or
KeyboardInput
.
IME should be enabled during text input, but not when you expect to get the exact key pressed.
§Platform-specific
- iOS / Android / Web: Unsupported.
ime_position: Vec2
Sets location of IME candidate box in client area coordinates relative to the top left.
§Platform-specific
- iOS / Android / Web: Unsupported.
window_theme: Option<WindowTheme>
Sets a specific theme for the window.
If None
is provided, the window will use the system theme.
§Platform-specific
- iOS / Android / Web: Unsupported.
visible: bool
Sets the window’s visibility.
If false
, this will hide the window the window completely, it won’t appear on the screen or in the task bar.
If true
, this will show the window.
Note that this doesn’t change its focused or minimized state.
§Platform-specific
- Android / Wayland / Web: Unsupported.
Implementations§
source§impl Window
impl Window
sourcepub fn set_maximized(&mut self, maximized: bool)
pub fn set_maximized(&mut self, maximized: bool)
Setting to true will attempt to maximize the window.
Setting to false will attempt to un-maximize the window.
sourcepub fn set_minimized(&mut self, minimized: bool)
pub fn set_minimized(&mut self, minimized: bool)
Setting to true will attempt to minimize the window.
Setting to false will attempt to un-minimize the window.
sourcepub fn width(&self) -> f32
pub fn width(&self) -> f32
The window’s client area width in logical pixels.
See WindowResolution
for an explanation about logical/physical sizes.
Examples found in repository?
More examples
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fn bounce_system(windows: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) {
let window = windows.single();
let width = window.width();
let height = window.height();
let left = width / -2.0;
let right = width / 2.0;
let bottom = height / -2.0;
let top = height / 2.0;
// The default batch size can also be overridden.
// In this case a batch size of 32 is chosen to limit the overhead of
// ParallelIterator, since negating a vector is very inexpensive.
sprites
.par_iter_mut()
.batching_strategy(BatchingStrategy::fixed(32))
.for_each(|(transform, mut v)| {
if !(left < transform.translation.x
&& transform.translation.x < right
&& bottom < transform.translation.y
&& transform.translation.y < top)
{
// For simplicity, just reverse the velocity; don't use realistic bounces
v.0 = -v.0;
}
});
}
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fn collision_system(
windows: Query<&Window>,
mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>,
) {
let window = windows.single();
let ceiling = window.height() / 2.;
let ground = -window.height() / 2.;
let wall_left = -window.width() / 2.;
let wall_right = window.width() / 2.;
// The maximum height the birbs should try to reach is one birb below the top of the window.
let max_bounce_height = (window.height() - SPRITE_SIZE * 2.0).max(0.0);
let mut rng = rand::thread_rng();
for (mut velocity, mut transform) in &mut query {
let left = transform.translation.x - SPRITE_SIZE / 2.0;
let right = transform.translation.x + SPRITE_SIZE / 2.0;
let top = transform.translation.y + SPRITE_SIZE / 2.0;
let bottom = transform.translation.y - SPRITE_SIZE / 2.0;
// clamp the translation to not go out of the bounds
if bottom < ground {
transform.translation.y = ground + SPRITE_SIZE / 2.0;
// How high this birb will bounce.
let bounce_height = rng.gen_range((max_bounce_height * 0.4)..=max_bounce_height);
// Apply the velocity that would bounce the birb up to bounce_height.
velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt();
}
if top > ceiling {
transform.translation.y = ceiling - SPRITE_SIZE / 2.0;
velocity.translation.y *= -1.0;
}
// on side walls flip the horizontal velocity
if left < wall_left {
transform.translation.x = wall_left + SPRITE_SIZE / 2.0;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
if right > wall_right {
transform.translation.x = wall_right - SPRITE_SIZE / 2.0;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
}
}
sourcepub fn height(&self) -> f32
pub fn height(&self) -> f32
The window’s client area height in logical pixels.
See WindowResolution
for an explanation about logical/physical sizes.
Examples found in repository?
More examples
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fn bounce_system(windows: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) {
let window = windows.single();
let width = window.width();
let height = window.height();
let left = width / -2.0;
let right = width / 2.0;
let bottom = height / -2.0;
let top = height / 2.0;
// The default batch size can also be overridden.
// In this case a batch size of 32 is chosen to limit the overhead of
// ParallelIterator, since negating a vector is very inexpensive.
sprites
.par_iter_mut()
.batching_strategy(BatchingStrategy::fixed(32))
.for_each(|(transform, mut v)| {
if !(left < transform.translation.x
&& transform.translation.x < right
&& bottom < transform.translation.y
&& transform.translation.y < top)
{
// For simplicity, just reverse the velocity; don't use realistic bounces
v.0 = -v.0;
}
});
}
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fn collision_system(
windows: Query<&Window>,
mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>,
) {
let window = windows.single();
let ceiling = window.height() / 2.;
let ground = -window.height() / 2.;
let wall_left = -window.width() / 2.;
let wall_right = window.width() / 2.;
// The maximum height the birbs should try to reach is one birb below the top of the window.
let max_bounce_height = (window.height() - SPRITE_SIZE * 2.0).max(0.0);
let mut rng = rand::thread_rng();
for (mut velocity, mut transform) in &mut query {
let left = transform.translation.x - SPRITE_SIZE / 2.0;
let right = transform.translation.x + SPRITE_SIZE / 2.0;
let top = transform.translation.y + SPRITE_SIZE / 2.0;
let bottom = transform.translation.y - SPRITE_SIZE / 2.0;
// clamp the translation to not go out of the bounds
if bottom < ground {
transform.translation.y = ground + SPRITE_SIZE / 2.0;
// How high this birb will bounce.
let bounce_height = rng.gen_range((max_bounce_height * 0.4)..=max_bounce_height);
// Apply the velocity that would bounce the birb up to bounce_height.
velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt();
}
if top > ceiling {
transform.translation.y = ceiling - SPRITE_SIZE / 2.0;
velocity.translation.y *= -1.0;
}
// on side walls flip the horizontal velocity
if left < wall_left {
transform.translation.x = wall_left + SPRITE_SIZE / 2.0;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
if right > wall_right {
transform.translation.x = wall_right - SPRITE_SIZE / 2.0;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
}
}
sourcepub fn physical_width(&self) -> u32
pub fn physical_width(&self) -> u32
The window’s client area width in physical pixels.
See WindowResolution
for an explanation about logical/physical sizes.
sourcepub fn physical_height(&self) -> u32
pub fn physical_height(&self) -> u32
The window’s client area height in physical pixels.
See WindowResolution
for an explanation about logical/physical sizes.
sourcepub fn scale_factor(&self) -> f32
pub fn scale_factor(&self) -> f32
The window’s scale factor.
Ratio of physical size to logical size, see WindowResolution
.
sourcepub fn cursor_position(&self) -> Option<Vec2>
pub fn cursor_position(&self) -> Option<Vec2>
The cursor position in this window in logical pixels.
Returns None
if the cursor is outside the window area.
See WindowResolution
for an explanation about logical/physical sizes.
Examples found in repository?
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fn toggle_ime(
input: Res<ButtonInput<MouseButton>>,
mut windows: Query<&mut Window>,
mut text: Query<&mut Text, With<Node>>,
) {
if input.just_pressed(MouseButton::Left) {
let mut window = windows.single_mut();
window.ime_position = window.cursor_position().unwrap();
window.ime_enabled = !window.ime_enabled;
let mut text = text.single_mut();
text.sections[1].value = format!("{}\n", window.ime_enabled);
}
}
More examples
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fn draw_cursor(
camera_query: Query<(&Camera, &GlobalTransform)>,
windows: Query<&Window>,
mut gizmos: Gizmos,
) {
let (camera, camera_transform) = camera_query.single();
let Some(cursor_position) = windows.single().cursor_position() else {
return;
};
// Calculate a world position based on the cursor's position.
let Some(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
return;
};
gizmos.circle_2d(point, 10., Color::WHITE);
}
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fn draw_cursor(
camera_query: Query<(&Camera, &GlobalTransform)>,
ground_query: Query<&GlobalTransform, With<Ground>>,
windows: Query<&Window>,
mut gizmos: Gizmos,
) {
let (camera, camera_transform) = camera_query.single();
let ground = ground_query.single();
let Some(cursor_position) = windows.single().cursor_position() else {
return;
};
// Calculate a ray pointing from the camera into the world based on the cursor's position.
let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
return;
};
// Calculate if and where the ray is hitting the ground plane.
let Some(distance) = ray.intersect_plane(ground.translation(), Plane3d::new(ground.up()))
else {
return;
};
let point = ray.get_point(distance);
// Draw a circle just above the ground plane at that position.
gizmos.circle(
point + ground.up() * 0.01,
Direction3d::new_unchecked(ground.up()), // Up vector is already normalized.
0.2,
Color::WHITE,
);
}
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fn handle_mouse_clicks(
buttons: Res<ButtonInput<MouseButton>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut main_objects: Query<&mut Transform, With<MainObject>>,
) {
if !buttons.pressed(MouseButton::Left) {
return;
}
let Some(mouse_position) = windows
.iter()
.next()
.and_then(|window| window.cursor_position())
else {
return;
};
let Some((camera, camera_transform)) = cameras.iter().next() else {
return;
};
// Figure out where the user clicked on the plane.
let Some(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
return;
};
let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, Plane3d::new(Vec3::Y)) else {
return;
};
let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;
// Move all the main objeccts.
for mut transform in main_objects.iter_mut() {
transform.translation = vec3(
plane_intersection.x,
transform.translation.y,
plane_intersection.z,
);
}
}
sourcepub fn physical_cursor_position(&self) -> Option<Vec2>
pub fn physical_cursor_position(&self) -> Option<Vec2>
The cursor position in this window in physical pixels.
Returns None
if the cursor is outside the window area.
See WindowResolution
for an explanation about logical/physical sizes.
sourcepub fn set_cursor_position(&mut self, position: Option<Vec2>)
pub fn set_cursor_position(&mut self, position: Option<Vec2>)
Set the cursor position in this window in logical pixels.
See WindowResolution
for an explanation about logical/physical sizes.
sourcepub fn set_physical_cursor_position(&mut self, position: Option<DVec2>)
pub fn set_physical_cursor_position(&mut self, position: Option<DVec2>)
Set the cursor position in this window in physical pixels.
See WindowResolution
for an explanation about logical/physical sizes.
Trait Implementations§
source§impl Component for Window
impl Component for Window
§type Storage = TableStorage
type Storage = TableStorage
TableStorage
or SparseStorage
.source§impl FromReflect for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
impl FromReflect for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
source§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Window>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Window>
Self
from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
impl GetTypeRegistration for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
source§impl Reflect for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
impl Reflect for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.source§fn into_reflect(self: Box<Window>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Window>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<Window>) -> ReflectOwned
fn reflect_owned(self: Box<Window>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl Struct for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
impl Struct for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
source§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index
as a
&dyn Reflect
.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect
.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for Window
impl TypePath for Window
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
impl Typed for Windowwhere
Window: Any + Send + Sync,
Cursor: FromReflect + TypePath,
PresentMode: FromReflect + TypePath,
WindowMode: FromReflect + TypePath,
WindowPosition: FromReflect + TypePath,
WindowResolution: FromReflect + TypePath,
String: FromReflect + TypePath,
Option<String>: FromReflect + TypePath,
CompositeAlphaMode: FromReflect + TypePath,
WindowResizeConstraints: FromReflect + TypePath,
bool: FromReflect + TypePath,
EnabledButtons: FromReflect + TypePath,
WindowLevel: FromReflect + TypePath,
InternalWindowState: FromReflect + TypePath,
Vec2: FromReflect + TypePath,
Option<WindowTheme>: FromReflect + TypePath,
Auto Trait Implementations§
impl Freeze for Window
impl RefUnwindSafe for Window
impl Send for Window
impl Sync for Window
impl Unpin for Window
impl UnwindSafe for Window
Blanket Implementations§
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
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
source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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>
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>
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)
&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)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
TypePath::type_path
.source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
source§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
TypePath::type_ident
.source§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
TypePath::crate_name
.source§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.source§impl<S> GetField for Swhere
S: Struct,
impl<S> GetField for Swhere
S: Struct,
source§impl<T> GetPath for T
impl<T> GetPath for T
source§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>
) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
path
. Read moresource§fn reflect_path_mut<'p>(
&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
path
. Read moresource§fn path<'p, T>(
&self,
path: impl ReflectPath<'p>
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
fn path<'p, T>(
&self,
path: impl ReflectPath<'p>
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
path
. Read moresource§fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
path
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