Struct bevy::prelude::UiCameraConfig
pub struct UiCameraConfig {
pub show_ui: bool,
}
Expand description
Configuration for cameras related to UI.
When a Camera
doesn’t have the UiCameraConfig
component,
it will display the UI by default.
Fields§
§show_ui: bool
Whether to output UI to this camera view.
When a Camera
doesn’t have the UiCameraConfig
component,
it will display the UI by default.
Trait Implementations§
§impl Clone for UiCameraConfig
impl Clone for UiCameraConfig
§fn clone(&self) -> UiCameraConfig
fn clone(&self) -> UiCameraConfig
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Component for UiCameraConfigwhere
UiCameraConfig: 'static + Send + Sync,
impl Component for UiCameraConfigwhere
UiCameraConfig: 'static + Send + Sync,
type Storage = TableStorage
§impl Default for UiCameraConfig
impl Default for UiCameraConfig
§fn default() -> UiCameraConfig
fn default() -> UiCameraConfig
Returns the “default value” for a type. Read more
§impl ExtractComponent for UiCameraConfig
impl ExtractComponent for UiCameraConfig
§type Query = &'static UiCameraConfig
type Query = &'static UiCameraConfig
ECS
WorldQuery
to fetch the components to extract.§fn extract_component(
item: <<UiCameraConfig as ExtractComponent>::Query as WorldQuery>::Item<'_>
) -> UiCameraConfig
fn extract_component(
item: <<UiCameraConfig as ExtractComponent>::Query as WorldQuery>::Item<'_>
) -> UiCameraConfig
Defines how the component is transferred into the “render world”.
Auto Trait Implementations§
impl RefUnwindSafe for UiCameraConfig
impl Send for UiCameraConfig
impl Sync for UiCameraConfig
impl Unpin for UiCameraConfig
impl UnwindSafe for UiCameraConfig
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<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids(
components: &mut Components,
storages: &mut Storages,
ids: &mut impl FnMut(ComponentId)
)
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Cwhere
F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,
fn get_components(self, func: &mut impl FnMut(OwningPtr<'_>))
§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>
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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>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
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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. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World