bevy::ui::prelude

Struct ImageNode

Source
pub struct ImageNode {
    pub color: Color,
    pub image: Handle<Image>,
    pub texture_atlas: Option<TextureAtlas>,
    pub flip_x: bool,
    pub flip_y: bool,
    pub rect: Option<Rect>,
    pub image_mode: NodeImageMode,
}
Expand description

A UI Node that renders an image.

Fields§

§color: Color

The tint color used to draw the image.

This is multiplied by the color of each pixel in the image. The field value defaults to solid white, which will pass the image through unmodified.

§image: Handle<Image>

Handle to the texture.

This defaults to a TRANSPARENT_IMAGE_HANDLE, which points to a fully transparent 1x1 texture.

§texture_atlas: Option<TextureAtlas>

The (optional) texture atlas used to render the image.

§flip_x: bool

Whether the image should be flipped along its x-axis.

§flip_y: bool

Whether the image should be flipped along its y-axis.

§rect: Option<Rect>

An optional rectangle representing the region of the image to render, instead of rendering the full image. This is an easy one-off alternative to using a TextureAtlas.

When used with a TextureAtlas, the rect is offset by the atlas’s minimal (top-left) corner position.

§image_mode: NodeImageMode

Controls how the image is altered to fit within the layout and how the layout algorithm determines the space to allocate for the image.

Implementations§

Source§

impl ImageNode

Source

pub fn new(texture: Handle<Image>) -> ImageNode

Create a new ImageNode with the given texture.

Examples found in repository?
examples/ui/overflow_debug.rs (line 144)
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fn spawn_image(
    parent: &mut ChildBuilder,
    asset_server: &Res<AssetServer>,
    update_transform: impl UpdateTransform + Component,
) {
    spawn_container(parent, update_transform, |parent| {
        parent.spawn((
            ImageNode::new(asset_server.load("branding/bevy_logo_dark_big.png")),
            Node {
                height: Val::Px(100.),
                position_type: PositionType::Absolute,
                top: Val::Px(-50.),
                left: Val::Px(-200.),
                ..default()
            },
        ));
    });
}
More examples
Hide additional examples
examples/ui/font_atlas_debug.rs (line 52)
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fn atlas_render_system(
    mut commands: Commands,
    mut state: ResMut<State>,
    font_atlas_sets: Res<FontAtlasSets>,
) {
    if let Some(set) = font_atlas_sets.get(&state.handle) {
        if let Some((_size, font_atlas)) = set.iter().next() {
            let x_offset = state.atlas_count as f32;
            if state.atlas_count == font_atlas.len() as u32 {
                return;
            }
            let font_atlas = &font_atlas[state.atlas_count as usize];
            state.atlas_count += 1;
            commands.spawn((
                ImageNode::new(font_atlas.texture.clone()),
                Node {
                    position_type: PositionType::Absolute,
                    top: Val::ZERO,
                    left: Val::Px(512.0 * x_offset),
                    ..default()
                },
            ));
        }
    }
}
examples/games/game_menu.rs (line 89)
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    fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
        let icon = asset_server.load("branding/icon.png");
        // Display the logo
        commands
            .spawn((
                Node {
                    align_items: AlignItems::Center,
                    justify_content: JustifyContent::Center,
                    width: Val::Percent(100.0),
                    height: Val::Percent(100.0),
                    ..default()
                },
                OnSplashScreen,
            ))
            .with_children(|parent| {
                parent.spawn((
                    ImageNode::new(icon),
                    Node {
                        // This will set the logo to be 200px wide, and auto adjust its height
                        width: Val::Px(200.0),
                        ..default()
                    },
                ));
            });
        // Insert the timer as a resource
        commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
    }

    // Tick the timer, and change state when finished
    fn countdown(
        mut game_state: ResMut<NextState<GameState>>,
        time: Res<Time>,
        mut timer: ResMut<SplashTimer>,
    ) {
        if timer.tick(time.delta()).finished() {
            game_state.set(GameState::Menu);
        }
    }
}

mod game {
    use bevy::{
        color::palettes::basic::{BLUE, LIME},
        prelude::*,
    };

    use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};

    // This plugin will contain the game. In this case, it's just be a screen that will
    // display the current settings for 5 seconds before returning to the menu
    pub fn game_plugin(app: &mut App) {
        app.add_systems(OnEnter(GameState::Game), game_setup)
            .add_systems(Update, game.run_if(in_state(GameState::Game)))
            .add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
    }

    // Tag component used to tag entities added on the game screen
    #[derive(Component)]
    struct OnGameScreen;

    #[derive(Resource, Deref, DerefMut)]
    struct GameTimer(Timer);

    fn game_setup(
        mut commands: Commands,
        display_quality: Res<DisplayQuality>,
        volume: Res<Volume>,
    ) {
        commands
            .spawn((
                Node {
                    width: Val::Percent(100.0),
                    height: Val::Percent(100.0),
                    // center children
                    align_items: AlignItems::Center,
                    justify_content: JustifyContent::Center,
                    ..default()
                },
                OnGameScreen,
            ))
            .with_children(|parent| {
                // First create a `Node` for centering what we want to display
                parent
                    .spawn((
                        Node {
                            // This will display its children in a column, from top to bottom
                            flex_direction: FlexDirection::Column,
                            // `align_items` will align children on the cross axis. Here the main axis is
                            // vertical (column), so the cross axis is horizontal. This will center the
                            // children
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        BackgroundColor(Color::BLACK),
                    ))
                    .with_children(|p| {
                        p.spawn((
                            Text::new("Will be back to the menu shortly..."),
                            TextFont {
                                font_size: 67.0,
                                ..default()
                            },
                            TextColor(TEXT_COLOR),
                            Node {
                                margin: UiRect::all(Val::Px(50.0)),
                                ..default()
                            },
                        ));
                        p.spawn((
                            Text::default(),
                            Node {
                                margin: UiRect::all(Val::Px(50.0)),
                                ..default()
                            },
                        ))
                        .with_children(|p| {
                            p.spawn((
                                TextSpan(format!("quality: {:?}", *display_quality)),
                                TextFont {
                                    font_size: 50.0,
                                    ..default()
                                },
                                TextColor(BLUE.into()),
                            ));
                            p.spawn((
                                TextSpan::new(" - "),
                                TextFont {
                                    font_size: 50.0,
                                    ..default()
                                },
                                TextColor(TEXT_COLOR),
                            ));
                            p.spawn((
                                TextSpan(format!("volume: {:?}", *volume)),
                                TextFont {
                                    font_size: 50.0,
                                    ..default()
                                },
                                TextColor(LIME.into()),
                            ));
                        });
                    });
            });
        // Spawn a 5 seconds timer to trigger going back to the menu
        commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
    }

    // Tick the timer, and change state when finished
    fn game(
        time: Res<Time>,
        mut game_state: ResMut<NextState<GameState>>,
        mut timer: ResMut<GameTimer>,
    ) {
        if timer.tick(time.delta()).finished() {
            game_state.set(GameState::Menu);
        }
    }
}

mod menu {
    use bevy::{app::AppExit, color::palettes::css::CRIMSON, prelude::*};

    use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};

    // This plugin manages the menu, with 5 different screens:
    // - a main menu with "New Game", "Settings", "Quit"
    // - a settings menu with two submenus and a back button
    // - two settings screen with a setting that can be set and a back button
    pub fn menu_plugin(app: &mut App) {
        app
            // At start, the menu is not enabled. This will be changed in `menu_setup` when
            // entering the `GameState::Menu` state.
            // Current screen in the menu is handled by an independent state from `GameState`
            .init_state::<MenuState>()
            .add_systems(OnEnter(GameState::Menu), menu_setup)
            // Systems to handle the main menu screen
            .add_systems(OnEnter(MenuState::Main), main_menu_setup)
            .add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
            // Systems to handle the settings menu screen
            .add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
            .add_systems(
                OnExit(MenuState::Settings),
                despawn_screen::<OnSettingsMenuScreen>,
            )
            // Systems to handle the display settings screen
            .add_systems(
                OnEnter(MenuState::SettingsDisplay),
                display_settings_menu_setup,
            )
            .add_systems(
                Update,
                (setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
            )
            .add_systems(
                OnExit(MenuState::SettingsDisplay),
                despawn_screen::<OnDisplaySettingsMenuScreen>,
            )
            // Systems to handle the sound settings screen
            .add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
            .add_systems(
                Update,
                setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
            )
            .add_systems(
                OnExit(MenuState::SettingsSound),
                despawn_screen::<OnSoundSettingsMenuScreen>,
            )
            // Common systems to all screens that handles buttons behavior
            .add_systems(
                Update,
                (menu_action, button_system).run_if(in_state(GameState::Menu)),
            );
    }

    // State used for the current menu screen
    #[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
    enum MenuState {
        Main,
        Settings,
        SettingsDisplay,
        SettingsSound,
        #[default]
        Disabled,
    }

    // Tag component used to tag entities added on the main menu screen
    #[derive(Component)]
    struct OnMainMenuScreen;

    // Tag component used to tag entities added on the settings menu screen
    #[derive(Component)]
    struct OnSettingsMenuScreen;

    // Tag component used to tag entities added on the display settings menu screen
    #[derive(Component)]
    struct OnDisplaySettingsMenuScreen;

    // Tag component used to tag entities added on the sound settings menu screen
    #[derive(Component)]
    struct OnSoundSettingsMenuScreen;

    const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
    const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
    const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
    const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);

    // Tag component used to mark which setting is currently selected
    #[derive(Component)]
    struct SelectedOption;

    // All actions that can be triggered from a button click
    #[derive(Component)]
    enum MenuButtonAction {
        Play,
        Settings,
        SettingsDisplay,
        SettingsSound,
        BackToMainMenu,
        BackToSettings,
        Quit,
    }

    // This system handles changing all buttons color based on mouse interaction
    fn button_system(
        mut interaction_query: Query<
            (&Interaction, &mut BackgroundColor, Option<&SelectedOption>),
            (Changed<Interaction>, With<Button>),
        >,
    ) {
        for (interaction, mut background_color, selected) in &mut interaction_query {
            *background_color = match (*interaction, selected) {
                (Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
                (Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
                (Interaction::Hovered, None) => HOVERED_BUTTON.into(),
                (Interaction::None, None) => NORMAL_BUTTON.into(),
            }
        }
    }

    // This system updates the settings when a new value for a setting is selected, and marks
    // the button as the one currently selected
    fn setting_button<T: Resource + Component + PartialEq + Copy>(
        interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
        selected_query: Single<(Entity, &mut BackgroundColor), With<SelectedOption>>,
        mut commands: Commands,
        mut setting: ResMut<T>,
    ) {
        let (previous_button, mut previous_button_color) = selected_query.into_inner();
        for (interaction, button_setting, entity) in &interaction_query {
            if *interaction == Interaction::Pressed && *setting != *button_setting {
                *previous_button_color = NORMAL_BUTTON.into();
                commands.entity(previous_button).remove::<SelectedOption>();
                commands.entity(entity).insert(SelectedOption);
                *setting = *button_setting;
            }
        }
    }

    fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
        menu_state.set(MenuState::Main);
    }

    fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
        // Common style for all buttons on the screen
        let button_node = Node {
            width: Val::Px(300.0),
            height: Val::Px(65.0),
            margin: UiRect::all(Val::Px(20.0)),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..default()
        };
        let button_icon_node = Node {
            width: Val::Px(30.0),
            // This takes the icons out of the flexbox flow, to be positioned exactly
            position_type: PositionType::Absolute,
            // The icon will be close to the left border of the button
            left: Val::Px(10.0),
            ..default()
        };
        let button_text_font = TextFont {
            font_size: 33.0,
            ..default()
        };

        commands
            .spawn((
                Node {
                    width: Val::Percent(100.0),
                    height: Val::Percent(100.0),
                    align_items: AlignItems::Center,
                    justify_content: JustifyContent::Center,
                    ..default()
                },
                OnMainMenuScreen,
            ))
            .with_children(|parent| {
                parent
                    .spawn((
                        Node {
                            flex_direction: FlexDirection::Column,
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        BackgroundColor(CRIMSON.into()),
                    ))
                    .with_children(|parent| {
                        // Display the game name
                        parent.spawn((
                            Text::new("Bevy Game Menu UI"),
                            TextFont {
                                font_size: 67.0,
                                ..default()
                            },
                            TextColor(TEXT_COLOR),
                            Node {
                                margin: UiRect::all(Val::Px(50.0)),
                                ..default()
                            },
                        ));

                        // Display three buttons for each action available from the main menu:
                        // - new game
                        // - settings
                        // - quit
                        parent
                            .spawn((
                                Button,
                                button_node.clone(),
                                BackgroundColor(NORMAL_BUTTON),
                                MenuButtonAction::Play,
                            ))
                            .with_children(|parent| {
                                let icon = asset_server.load("textures/Game Icons/right.png");
                                parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
                                parent.spawn((
                                    Text::new("New Game"),
                                    button_text_font.clone(),
                                    TextColor(TEXT_COLOR),
                                ));
                            });
                        parent
                            .spawn((
                                Button,
                                button_node.clone(),
                                BackgroundColor(NORMAL_BUTTON),
                                MenuButtonAction::Settings,
                            ))
                            .with_children(|parent| {
                                let icon = asset_server.load("textures/Game Icons/wrench.png");
                                parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
                                parent.spawn((
                                    Text::new("Settings"),
                                    button_text_font.clone(),
                                    TextColor(TEXT_COLOR),
                                ));
                            });
                        parent
                            .spawn((
                                Button,
                                button_node,
                                BackgroundColor(NORMAL_BUTTON),
                                MenuButtonAction::Quit,
                            ))
                            .with_children(|parent| {
                                let icon = asset_server.load("textures/Game Icons/exitRight.png");
                                parent.spawn((ImageNode::new(icon), button_icon_node));
                                parent.spawn((
                                    Text::new("Quit"),
                                    button_text_font,
                                    TextColor(TEXT_COLOR),
                                ));
                            });
                    });
            });
    }
examples/stress_tests/many_buttons.rs (line 255)
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fn spawn_button(
    commands: &mut ChildBuilder,
    background_color: Color,
    buttons: f32,
    column: usize,
    row: usize,
    spawn_text: bool,
    border: UiRect,
    border_color: BorderColor,
    image: Option<Handle<Image>>,
) {
    let width = Val::Vw(90.0 / buttons);
    let height = Val::Vh(90.0 / buttons);
    let margin = UiRect::axes(width * 0.05, height * 0.05);
    let mut builder = commands.spawn((
        Button,
        Node {
            width,
            height,
            margin,
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            border,
            ..default()
        },
        BackgroundColor(background_color),
        border_color,
        IdleColor(background_color),
    ));

    if let Some(image) = image {
        builder.insert(ImageNode::new(image));
    }

    if spawn_text {
        builder.with_children(|parent| {
            parent.spawn((
                Text(format!("{column}, {row}")),
                TextFont {
                    font_size: FONT_SIZE,
                    ..default()
                },
                TextColor(Color::srgb(0.2, 0.2, 0.2)),
            ));
        });
    }
}
examples/ui/ui_scaling.rs (line 67)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2d);

    let text_font = TextFont {
        font_size: 13.,
        ..default()
    };

    commands
        .spawn((
            Node {
                width: Val::Percent(50.0),
                height: Val::Percent(50.0),
                position_type: PositionType::Absolute,
                left: Val::Percent(25.),
                top: Val::Percent(25.),
                justify_content: JustifyContent::SpaceAround,
                align_items: AlignItems::Center,
                ..default()
            },
            BackgroundColor(ANTIQUE_WHITE.into()),
        ))
        .with_children(|parent| {
            parent
                .spawn((
                    Node {
                        width: Val::Px(40.0),
                        height: Val::Px(40.0),
                        ..default()
                    },
                    BackgroundColor(RED.into()),
                ))
                .with_children(|parent| {
                    parent.spawn((Text::new("Size!"), text_font, TextColor::BLACK));
                });
            parent.spawn((
                Node {
                    width: Val::Percent(15.0),
                    height: Val::Percent(15.0),
                    ..default()
                },
                BackgroundColor(BLUE.into()),
            ));
            parent.spawn((
                ImageNode::new(asset_server.load("branding/icon.png")),
                Node {
                    width: Val::Px(30.0),
                    height: Val::Px(30.0),
                    ..default()
                },
            ));
        });
}
examples/ui/overflow.rs (line 80)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2d);

    let text_style = TextFont::default();

    let image = asset_server.load("branding/icon.png");

    commands
        .spawn((
            Node {
                width: Val::Percent(100.),
                height: Val::Percent(100.),
                align_items: AlignItems::Center,
                justify_content: JustifyContent::Center,
                ..Default::default()
            },
            BackgroundColor(ANTIQUE_WHITE.into()),
        ))
        .with_children(|parent| {
            for overflow in [
                Overflow::visible(),
                Overflow::clip_x(),
                Overflow::clip_y(),
                Overflow::clip(),
            ] {
                parent
                    .spawn(Node {
                        flex_direction: FlexDirection::Column,
                        align_items: AlignItems::Center,
                        margin: UiRect::horizontal(Val::Px(25.)),
                        ..Default::default()
                    })
                    .with_children(|parent| {
                        let label = format!("{overflow:#?}");
                        parent
                            .spawn((
                                Node {
                                    padding: UiRect::all(Val::Px(10.)),
                                    margin: UiRect::bottom(Val::Px(25.)),
                                    ..Default::default()
                                },
                                BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
                            ))
                            .with_children(|parent| {
                                parent.spawn((Text::new(label), text_style.clone()));
                            });
                        parent
                            .spawn((
                                Node {
                                    width: Val::Px(100.),
                                    height: Val::Px(100.),
                                    padding: UiRect {
                                        left: Val::Px(25.),
                                        top: Val::Px(25.),
                                        ..Default::default()
                                    },
                                    border: UiRect::all(Val::Px(5.)),
                                    overflow,
                                    ..default()
                                },
                                BorderColor(Color::BLACK),
                                BackgroundColor(GRAY.into()),
                            ))
                            .with_children(|parent| {
                                parent.spawn((
                                    ImageNode::new(image.clone()),
                                    Node {
                                        min_width: Val::Px(100.),
                                        min_height: Val::Px(100.),
                                        ..default()
                                    },
                                    Interaction::default(),
                                    Outline {
                                        width: Val::Px(2.),
                                        offset: Val::Px(2.),
                                        color: Color::NONE,
                                    },
                                ));
                            });
                    });
            }
        });
}
Source

pub fn solid_color(color: Color) -> ImageNode

Create a solid color ImageNode.

This is primarily useful for debugging / mocking the extents of your image.

Source

pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> ImageNode

Create a ImageNode from an image, with an associated texture atlas

Examples found in repository?
examples/ui/ui_texture_atlas.rs (lines 47-50)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
    // Camera
    commands.spawn(Camera2d);

    let text_font = TextFont::default();

    let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
    let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
    let texture_atlas_handle = texture_atlases.add(texture_atlas);

    // root node
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            flex_direction: FlexDirection::Column,
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            row_gap: Val::Px(text_font.font_size * 2.),
            ..default()
        })
        .with_children(|parent| {
            parent.spawn((
                ImageNode::from_atlas_image(
                    texture_handle,
                    TextureAtlas::from(texture_atlas_handle),
                ),
                Node {
                    width: Val::Px(256.),
                    height: Val::Px(256.),
                    ..default()
                },
                BackgroundColor(ANTIQUE_WHITE.into()),
                Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
            ));
            parent
                .spawn((Text::new("press "), text_font.clone()))
                .with_child((
                    TextSpan::new("space"),
                    TextColor(YELLOW.into()),
                    text_font.clone(),
                ))
                .with_child((TextSpan::new(" to advance frames"), text_font));
        });
}
More examples
Hide additional examples
examples/ui/ui_texture_atlas_slice.rs (lines 85-91)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
    let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
    let atlas_layout =
        TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
    let atlas_layout_handle = texture_atlases.add(atlas_layout);

    let slicer = TextureSlicer {
        border: BorderRect::square(24.0),
        center_scale_mode: SliceScaleMode::Stretch,
        sides_scale_mode: SliceScaleMode::Stretch,
        max_corner_scale: 1.0,
    };
    // ui camera
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        })
        .with_children(|parent| {
            for (idx, [w, h]) in [
                (0, [150.0, 150.0]),
                (7, [300.0, 150.0]),
                (13, [150.0, 300.0]),
            ] {
                parent
                    .spawn((
                        Button,
                        ImageNode::from_atlas_image(
                            texture_handle.clone(),
                            TextureAtlas {
                                index: idx,
                                layout: atlas_layout_handle.clone(),
                            },
                        )
                        .with_mode(NodeImageMode::Sliced(slicer.clone())),
                        Node {
                            width: Val::Px(w),
                            height: Val::Px(h),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            margin: UiRect::all(Val::Px(20.0)),
                            ..default()
                        },
                    ))
                    .with_children(|parent| {
                        parent.spawn((
                            Text::new("Button"),
                            TextFont {
                                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                                font_size: 33.0,
                                ..default()
                            },
                            TextColor(Color::srgb(0.9, 0.9, 0.9)),
                        ));
                    });
            }
        });
}
Source

pub const fn with_color(self, color: Color) -> ImageNode

Set the color tint

Source

pub const fn with_flip_x(self) -> ImageNode

Flip the image along its x-axis

Source

pub const fn with_flip_y(self) -> ImageNode

Flip the image along its y-axis

Source

pub const fn with_rect(self, rect: Rect) -> ImageNode

Source

pub const fn with_mode(self, mode: NodeImageMode) -> ImageNode

Examples found in repository?
examples/ui/ui_texture_atlas_slice.rs (line 92)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
    let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
    let atlas_layout =
        TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
    let atlas_layout_handle = texture_atlases.add(atlas_layout);

    let slicer = TextureSlicer {
        border: BorderRect::square(24.0),
        center_scale_mode: SliceScaleMode::Stretch,
        sides_scale_mode: SliceScaleMode::Stretch,
        max_corner_scale: 1.0,
    };
    // ui camera
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        })
        .with_children(|parent| {
            for (idx, [w, h]) in [
                (0, [150.0, 150.0]),
                (7, [300.0, 150.0]),
                (13, [150.0, 300.0]),
            ] {
                parent
                    .spawn((
                        Button,
                        ImageNode::from_atlas_image(
                            texture_handle.clone(),
                            TextureAtlas {
                                index: idx,
                                layout: atlas_layout_handle.clone(),
                            },
                        )
                        .with_mode(NodeImageMode::Sliced(slicer.clone())),
                        Node {
                            width: Val::Px(w),
                            height: Val::Px(h),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            margin: UiRect::all(Val::Px(20.0)),
                            ..default()
                        },
                    ))
                    .with_children(|parent| {
                        parent.spawn((
                            Text::new("Button"),
                            TextFont {
                                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                                font_size: 33.0,
                                ..default()
                            },
                            TextColor(Color::srgb(0.9, 0.9, 0.9)),
                        ));
                    });
            }
        });
}
More examples
Hide additional examples
examples/ui/ui.rs (line 296)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    // Camera
    commands.spawn((Camera2d, IsDefaultUiCamera, UiBoxShadowSamples(6)));

    // root node
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            justify_content: JustifyContent::SpaceBetween,
            ..default()
        })
        .insert(PickingBehavior::IGNORE)
        .with_children(|parent| {
            // left vertical fill (border)
            parent
                .spawn((
                    Node {
                        width: Val::Px(200.),
                        border: UiRect::all(Val::Px(2.)),
                        ..default()
                    },
                    BackgroundColor(Color::srgb(0.65, 0.65, 0.65)),
                ))
                .with_children(|parent| {
                    // left vertical fill (content)
                    parent
                        .spawn((
                            Node {
                                width: Val::Percent(100.),
                                flex_direction: FlexDirection::Column,
                                padding: UiRect::all(Val::Px(5.)),
                                row_gap: Val::Px(5.),
                                ..default()
                            },
                            BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
                        ))
                        .with_children(|parent| {
                            // text
                            parent.spawn((
                                Text::new("Text Example"),
                                TextFont {
                                    font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                                    font_size: 25.0,
                                    ..default()
                                },
                                // Because this is a distinct label widget and
                                // not button/list item text, this is necessary
                                // for accessibility to treat the text accordingly.
                                Label,
                            ));

                            #[cfg(feature = "bevy_dev_tools")]
                            // Debug overlay text
                            parent.spawn((
                                Text::new("Press Space to enable debug outlines."),
                                TextFont {
                                    font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                                    ..default()
                                },
                                Label,
                            ));

                            #[cfg(not(feature = "bevy_dev_tools"))]
                            parent.spawn((
                                Text::new("Try enabling feature \"bevy_dev_tools\"."),
                                TextFont {
                                    font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                                    ..default()
                                },
                                Label,
                            ));
                        });
                });
            // right vertical fill
            parent
                .spawn(Node {
                    flex_direction: FlexDirection::Column,
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::Center,
                    width: Val::Px(200.),
                    ..default()
                })
                .with_children(|parent| {
                    // Title
                    parent.spawn((
                        Text::new("Scrolling list"),
                        TextFont {
                            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                            font_size: 21.,
                            ..default()
                        },
                        Label,
                    ));
                    // Scrolling list
                    parent
                        .spawn((
                            Node {
                                flex_direction: FlexDirection::Column,
                                align_self: AlignSelf::Stretch,
                                height: Val::Percent(50.),
                                overflow: Overflow::scroll_y(),
                                ..default()
                            },
                            BackgroundColor(Color::srgb(0.10, 0.10, 0.10)),
                        ))
                        .with_children(|parent| {
                            // List items
                            for i in 0..25 {
                                parent
                                    .spawn((
                                        Text(format!("Item {i}")),
                                        TextFont {
                                            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                                            ..default()
                                        },
                                        Label,
                                        AccessibilityNode(Accessible::new(Role::ListItem)),
                                    ))
                                    .insert(PickingBehavior {
                                        should_block_lower: false,
                                        ..default()
                                    });
                            }
                        });
                });

            parent
                .spawn(Node {
                    left: Val::Px(210.),
                    bottom: Val::Px(10.),
                    position_type: PositionType::Absolute,
                    ..default()
                })
                .with_children(|parent| {
                    parent
                        .spawn((
                            Node {
                                width: Val::Px(200.0),
                                height: Val::Px(200.0),
                                border: UiRect::all(Val::Px(20.)),
                                flex_direction: FlexDirection::Column,
                                justify_content: JustifyContent::Center,
                                ..default()
                            },
                            BorderColor(LIME.into()),
                            BackgroundColor(Color::srgb(0.8, 0.8, 1.)),
                        ))
                        .with_children(|parent| {
                            parent.spawn((
                                ImageNode::new(asset_server.load("branding/bevy_logo_light.png")),
                                // Uses the transform to rotate the logo image by 45 degrees
                                Transform::from_rotation(Quat::from_rotation_z(0.25 * PI)),
                                BorderRadius::all(Val::Px(10.)),
                                Outline {
                                    width: Val::Px(2.),
                                    offset: Val::Px(4.),
                                    color: DARK_GRAY.into(),
                                },
                            ));
                        });
                });

            let shadow = BoxShadow {
                color: Color::BLACK.with_alpha(0.5),
                blur_radius: Val::Px(2.),
                x_offset: Val::Px(10.),
                y_offset: Val::Px(10.),
                ..default()
            };

            // render order test: reddest in the back, whitest in the front (flex center)
            parent
                .spawn(Node {
                    width: Val::Percent(100.0),
                    height: Val::Percent(100.0),
                    position_type: PositionType::Absolute,
                    align_items: AlignItems::Center,
                    justify_content: JustifyContent::Center,
                    ..default()
                })
                .insert(PickingBehavior::IGNORE)
                .with_children(|parent| {
                    parent
                        .spawn((
                            Node {
                                width: Val::Px(100.0),
                                height: Val::Px(100.0),
                                ..default()
                            },
                            BackgroundColor(Color::srgb(1.0, 0.0, 0.)),
                            shadow,
                        ))
                        .with_children(|parent| {
                            parent.spawn((
                                Node {
                                    // Take the size of the parent node.
                                    width: Val::Percent(100.0),
                                    height: Val::Percent(100.0),
                                    position_type: PositionType::Absolute,
                                    left: Val::Px(20.),
                                    bottom: Val::Px(20.),
                                    ..default()
                                },
                                BackgroundColor(Color::srgb(1.0, 0.3, 0.3)),
                                shadow,
                            ));
                            parent.spawn((
                                Node {
                                    width: Val::Percent(100.0),
                                    height: Val::Percent(100.0),
                                    position_type: PositionType::Absolute,
                                    left: Val::Px(40.),
                                    bottom: Val::Px(40.),
                                    ..default()
                                },
                                BackgroundColor(Color::srgb(1.0, 0.5, 0.5)),
                                shadow,
                            ));
                            parent.spawn((
                                Node {
                                    width: Val::Percent(100.0),
                                    height: Val::Percent(100.0),
                                    position_type: PositionType::Absolute,
                                    left: Val::Px(60.),
                                    bottom: Val::Px(60.),
                                    ..default()
                                },
                                BackgroundColor(Color::srgb(0.0, 0.7, 0.7)),
                                shadow,
                            ));
                            // alpha test
                            parent.spawn((
                                Node {
                                    width: Val::Percent(100.0),
                                    height: Val::Percent(100.0),
                                    position_type: PositionType::Absolute,
                                    left: Val::Px(80.),
                                    bottom: Val::Px(80.),
                                    ..default()
                                },
                                BackgroundColor(Color::srgba(1.0, 0.9, 0.9, 0.4)),
                                BoxShadow {
                                    color: Color::BLACK.with_alpha(0.3),
                                    ..shadow
                                },
                            ));
                        });
                });
            // bevy logo (flex center)
            parent
                .spawn(Node {
                    width: Val::Percent(100.0),
                    position_type: PositionType::Absolute,
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::FlexStart,
                    ..default()
                })
                .with_children(|parent| {
                    // bevy logo (image)
                    parent
                        .spawn((
                            ImageNode::new(asset_server.load("branding/bevy_logo_dark_big.png"))
                                .with_mode(NodeImageMode::Stretch),
                            Node {
                                width: Val::Px(500.0),
                                height: Val::Px(125.0),
                                margin: UiRect::top(Val::VMin(5.)),
                                ..default()
                            },
                        ))
                        .with_children(|parent| {
                            // alt text
                            // This UI node takes up no space in the layout and the `Text` component is used by the accessibility module
                            // and is not rendered.
                            parent.spawn((
                                Node {
                                    display: Display::None,
                                    ..default()
                                },
                                Text::new("Bevy logo"),
                            ));
                        });
                });

            // four bevy icons demonstrating image flipping
            parent
                .spawn(Node {
                    width: Val::Percent(100.0),
                    height: Val::Percent(100.0),
                    position_type: PositionType::Absolute,
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::FlexEnd,
                    column_gap: Val::Px(10.),
                    padding: UiRect::all(Val::Px(10.)),
                    ..default()
                })
                .with_children(|parent| {
                    for (flip_x, flip_y) in
                        [(false, false), (false, true), (true, true), (true, false)]
                    {
                        parent.spawn((
                            ImageNode {
                                image: asset_server.load("branding/icon.png"),
                                flip_x,
                                flip_y,
                                ..default()
                            },
                            Node {
                                // The height will be chosen automatically to preserve the image's aspect ratio
                                width: Val::Px(75.),
                                ..default()
                            },
                        ));
                    }
                });
        });
}

Trait Implementations§

Source§

impl Clone for ImageNode

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fn clone(&self) -> ImageNode

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for ImageNode
where ImageNode: Send + Sync + 'static,

Required Components: Node, ImageNodeSize, ContentSize.

A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )

Registers required components.
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fn register_component_hooks(hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for ImageNode

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
Source§

impl Default for ImageNode

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fn default() -> ImageNode

A transparent 1x1 image with a solid white tint.

§Warning

This will be invisible by default. To set this to a visible image, you need to set the texture field to a valid image handle, or use Handle<Image>’s default 1x1 solid white texture (as is done in ImageNode::solid_color).

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impl From<Handle<Image>> for ImageNode

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fn from(texture: Handle<Image>) -> ImageNode

Converts to this type from the input type.
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impl FromArg for &'static ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = &'from_arg ImageNode

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static ImageNode as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for &'static mut ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = &'from_arg mut ImageNode

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static mut ImageNode as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = ImageNode

The type to convert into. Read more
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fn from_arg(arg: Arg<'_>) -> Result<<ImageNode as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromReflect for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<ImageNode>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetOwnership for &ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for &mut ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl IntoReturn for &ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where &ImageNode: 'into_return,

Converts Self into a Return value.
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impl IntoReturn for &mut ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where &mut ImageNode: 'into_return,

Converts Self into a Return value.
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impl IntoReturn for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where ImageNode: 'into_return,

Converts Self into a Return value.
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impl PartialReflect for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn clone_value(&self) -> Box<dyn PartialReflect>

Clones the value as a Reflect trait object. Read more
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fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<ImageNode>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<ImageNode>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>

Attempts to cast this type to a mutable, fully-reflected value.
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fn into_partial_reflect(self: Box<ImageNode>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)

Casts this type to a reflected value. Read more
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fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)

Casts this type to a mutable, reflected value. Read more
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fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_any(self: Box<ImageNode>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>. Read more
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any. Read more
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any. Read more
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fn into_reflect(self: Box<ImageNode>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a fully-reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable, fully-reflected value.
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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impl Struct for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>

Returns a reference to the value of the field named name as a &dyn PartialReflect.
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fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn PartialReflect.
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fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn PartialReflect.
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fn field_at_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn PartialReflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

Will return None if TypeInfo is not available.
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impl TypePath for ImageNode
where ImageNode: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for ImageNode
where ImageNode: Any + Send + Sync, Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )

Registers components that are required by the components in this Bundle.
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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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impl<T> Conv for T

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fn conv<T>(self) -> T
where Self: Into<T>,

Converts self into T using Into<T>. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

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.
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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.
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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.
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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.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<C> DynamicBundle for C
where C: Component,

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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<T> DynamicTyped for T
where T: Typed,

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impl<T> FmtForward for T

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fn fmt_binary(self) -> FmtBinary<Self>
where Self: Binary,

Causes self to use its Binary implementation when Debug-formatted.
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fn fmt_display(self) -> FmtDisplay<Self>
where Self: Display,

Causes self to use its Display implementation when Debug-formatted.
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fn fmt_lower_exp(self) -> FmtLowerExp<Self>
where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
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fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
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fn fmt_octal(self) -> FmtOctal<Self>
where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
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fn fmt_pointer(self) -> FmtPointer<Self>
where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
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fn fmt_upper_exp(self) -> FmtUpperExp<Self>
where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
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fn fmt_upper_hex(self) -> FmtUpperHex<Self>
where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
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fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using default().

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impl<S> GetField for S
where S: Struct,

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
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fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pipe for T
where T: ?Sized,

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fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
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fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
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where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
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fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
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where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
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fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
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where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Reflectable for T

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,