pub struct NodeQuery { /* private fields */ }
Expand description
Main query for ui_focus_system
Trait Implementations§
§impl WorldQuery for NodeQuery
impl WorldQuery for NodeQuery
§unsafe fn set_archetype<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &<NodeQuery as WorldQuery>::State,
_archetype: &'__w Archetype,
_table: &'__w Table
)
unsafe fn set_archetype<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &<NodeQuery as WorldQuery>::State,
_archetype: &'__w Archetype,
_table: &'__w Table
)
SAFETY: we call set_archetype
for each member that implements Fetch
§unsafe fn set_table<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &<NodeQuery as WorldQuery>::State,
_table: &'__w Table
)
unsafe fn set_table<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_state: &<NodeQuery as WorldQuery>::State,
_table: &'__w Table
)
SAFETY: we call set_table
for each member that implements Fetch
§unsafe fn fetch<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: usize
) -> <NodeQuery as WorldQuery>::Item<'__w>
unsafe fn fetch<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: usize
) -> <NodeQuery as WorldQuery>::Item<'__w>
SAFETY: we call fetch
for each member that implements Fetch
.
§type Item = NodeQueryItem<'__w>
type Item = NodeQueryItem<'__w>
The item returned by this
WorldQuery
§type Fetch = NodeQueryFetch<'__w>
type Fetch = NodeQueryFetch<'__w>
Per archetype/table state used by this
WorldQuery
to fetch Self::Item
§type ReadOnly = NodeQueryReadOnly
type ReadOnly = NodeQueryReadOnly
The read-only variant of this
WorldQuery
, which satisfies the ReadOnlyWorldQuery
trait.§type State = NodeQueryState
type State = NodeQueryState
State used to construct a
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
. Read more§fn shrink<'__wlong, '__wshort>(
item: <NodeQuery as WorldQuery>::Item<'__wlong>
) -> <NodeQuery as WorldQuery>::Item<'__wshort>where
'__wlong: '__wshort,
fn shrink<'__wlong, '__wshort>(
item: <NodeQuery as WorldQuery>::Item<'__wlong>
) -> <NodeQuery as WorldQuery>::Item<'__wshort>where
'__wlong: '__wshort,
This function manually implements subtyping for the query items.
§unsafe fn init_fetch<'__w>(
_world: &'__w World,
state: &<NodeQuery as WorldQuery>::State,
_last_change_tick: u32,
_change_tick: u32
) -> <NodeQuery as WorldQuery>::Fetch<'__w>
unsafe fn init_fetch<'__w>(
_world: &'__w World,
state: &<NodeQuery as WorldQuery>::State,
_last_change_tick: u32,
_change_tick: u32
) -> <NodeQuery as WorldQuery>::Fetch<'__w>
Creates a new instance of this fetch. Read more
§unsafe fn clone_fetch<'__w>(
_fetch: &<NodeQuery as WorldQuery>::Fetch<'__w>
) -> <NodeQuery as WorldQuery>::Fetch<'__w>
unsafe fn clone_fetch<'__w>(
_fetch: &<NodeQuery as WorldQuery>::Fetch<'__w>
) -> <NodeQuery as WorldQuery>::Fetch<'__w>
While this function can be called for any query, it is always safe to call if
Self: ReadOnlyWorldQuery
holds. Read more§const IS_DENSE: bool = true
const IS_DENSE: bool = true
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. This is used to select a more efficient “table iterator”
for “dense” queries. If this returns true,
WorldQuery::set_table
must be used before
WorldQuery::fetch
can be called for iterators. If this returns false,
WorldQuery::set_archetype
must be used before WorldQuery::fetch
can be called for
iterators. Read more§const IS_ARCHETYPAL: bool = true
const IS_ARCHETYPAL: bool = true
Returns true if (and only if) this Fetch relies strictly on archetypes to limit which
components are accessed by the Query. Read more
§unsafe fn filter_fetch<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: usize
) -> bool
unsafe fn filter_fetch<'__w>(
_fetch: &mut <NodeQuery as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: usize
) -> bool
Safety Read more
fn update_component_access(
state: &<NodeQuery as WorldQuery>::State,
_access: &mut FilteredAccess<ComponentId>
)
fn update_archetype_component_access(
state: &<NodeQuery as WorldQuery>::State,
_archetype: &Archetype,
_access: &mut Access<ArchetypeComponentId>
)
fn init_state(world: &mut World) -> NodeQueryState
fn matches_component_set(
state: &<NodeQuery as WorldQuery>::State,
_set_contains_id: &impl Fn(ComponentId) -> bool
) -> bool
Auto Trait Implementations§
impl RefUnwindSafe for NodeQuery
impl Send for NodeQuery
impl Sync for NodeQuery
impl Unpin for NodeQuery
impl !UnwindSafe for NodeQuery
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist. Read more§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
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Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
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can then be
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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
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generate &Any
’s vtable from &Trait
’s. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more