AnimationPlayer

Struct AnimationPlayer 

Source
pub struct AnimationPlayer { /* private fields */ }
Expand description

Animation controls.

Automatically added to any root animations of a scene when it is spawned.

Implementations§

Source§

impl AnimationPlayer

Source

pub fn start(&mut self, animation: NodeIndex) -> &mut ActiveAnimation

Start playing an animation, restarting it if necessary.

Source

pub fn play(&mut self, animation: NodeIndex) -> &mut ActiveAnimation

Start playing an animation, unless the requested animation is already playing.

Examples found in repository?
examples/3d/irradiance_volumes.rs (line 521)
512fn play_animations(
513    mut commands: Commands,
514    assets: Res<ExampleAssets>,
515    mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
516) {
517    for (entity, mut player) in players.iter_mut() {
518        commands
519            .entity(entity)
520            .insert(AnimationGraphHandle(assets.fox_animation_graph.clone()));
521        player.play(assets.fox_animation_node).repeat();
522    }
523}
More examples
Hide additional examples
examples/animation/animation_graph.rs (line 395)
379fn init_animations(
380    mut commands: Commands,
381    mut query: Query<(Entity, &mut AnimationPlayer)>,
382    animation_graph: Res<ExampleAnimationGraph>,
383    mut done: Local<bool>,
384) {
385    if *done {
386        return;
387    }
388
389    for (entity, mut player) in query.iter_mut() {
390        commands.entity(entity).insert((
391            AnimationGraphHandle(animation_graph.0.clone()),
392            ExampleAnimationWeights::default(),
393        ));
394        for &node_index in &CLIP_NODE_INDICES {
395            player.play(node_index.into()).repeat();
396        }
397
398        *done = true;
399    }
400}
401
402/// Read cursor position relative to clip nodes, allowing the user to change weights
403/// when dragging the node UI widgets.
404fn handle_weight_drag(
405    mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>,
406    mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
407) {
408    for (interaction, relative_cursor, clip_node) in &mut interaction_query {
409        if !matches!(*interaction, Interaction::Pressed) {
410            continue;
411        }
412
413        let Some(pos) = relative_cursor.normalized else {
414            continue;
415        };
416
417        for mut animation_weights in animation_weights_query.iter_mut() {
418            animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.);
419        }
420    }
421}
422
423// Updates the UI based on the weights that the user has chosen.
424fn update_ui(
425    mut text_query: Query<&mut Text>,
426    mut background_query: Query<&mut Node, Without<Text>>,
427    container_query: Query<(&Children, &ClipNode)>,
428    animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
429) {
430    for animation_weights in animation_weights_query.iter() {
431        for (children, clip_node) in &container_query {
432            // Draw the green background color to visually indicate the weight.
433            let mut bg_iter = background_query.iter_many_mut(children);
434            if let Some(mut node) = bg_iter.fetch_next() {
435                // All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
436                node.width = px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]);
437            }
438
439            // Update the node labels with the current weights.
440            let mut text_iter = text_query.iter_many_mut(children);
441            if let Some(mut text) = text_iter.fetch_next() {
442                **text = format!(
443                    "{}\n{:.2}",
444                    clip_node.text, animation_weights.weights[clip_node.index]
445                );
446            }
447        }
448    }
449}
450
451/// Takes the weights that were set in the UI and assigns them to the actual
452/// playing animation.
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454    for (mut animation_player, animation_weights) in query.iter_mut() {
455        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456            .iter()
457            .zip(animation_weights.weights.iter())
458        {
459            // If the animation happens to be no longer active, restart it.
460            if !animation_player.is_playing_animation(animation_node_index.into()) {
461                animation_player.play(animation_node_index.into());
462            }
463
464            // Set the weight.
465            if let Some(active_animation) =
466                animation_player.animation_mut(animation_node_index.into())
467            {
468                active_animation.set_weight(animation_weight);
469            }
470        }
471    }
472}
examples/animation/morph_targets.rs (line 68)
58fn play_animation_when_ready(
59    scene_ready: On<SceneInstanceReady>,
60    mut commands: Commands,
61    children: Query<&Children>,
62    animations_to_play: Query<&AnimationToPlay>,
63    mut players: Query<&mut AnimationPlayer>,
64) {
65    if let Ok(animation_to_play) = animations_to_play.get(scene_ready.entity) {
66        for child in children.iter_descendants(scene_ready.entity) {
67            if let Ok(mut player) = players.get_mut(child) {
68                player.play(animation_to_play.index).repeat();
69
70                commands
71                    .entity(child)
72                    .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
73            }
74        }
75    }
76}
examples/stress_tests/many_foxes.rs (line 240)
230fn setup_scene_once_loaded(
231    scene_ready: On<SceneInstanceReady>,
232    animations: Res<Animations>,
233    foxes: Res<Foxes>,
234    mut commands: Commands,
235    children: Query<&Children>,
236    mut players: Query<&mut AnimationPlayer>,
237) {
238    for child in children.iter_descendants(scene_ready.entity) {
239        if let Ok(mut player) = players.get_mut(child) {
240            let playing_animation = player.play(animations.node_indices[0]).repeat();
241            if !foxes.sync {
242                playing_animation.seek_to(scene_ready.entity.index() as f32 / 10.0);
243            }
244            commands
245                .entity(child)
246                .insert(AnimationGraphHandle(animations.graph.clone()));
247        }
248    }
249}
examples/animation/animation_events.rs (line 92)
37fn setup(
38    mut commands: Commands,
39    mut animations: ResMut<Assets<AnimationClip>>,
40    mut graphs: ResMut<Assets<AnimationGraph>>,
41) {
42    // Camera
43    commands.spawn((
44        Camera2d,
45        Camera {
46            clear_color: ClearColorConfig::Custom(BLACK.into()),
47            ..Default::default()
48        },
49        Bloom {
50            intensity: 0.4,
51            ..Bloom::NATURAL
52        },
53    ));
54
55    // The text that will be changed by animation events.
56    commands.spawn((
57        MessageText,
58        Text2d::default(),
59        TextFont {
60            font_size: 119.0,
61            ..default()
62        },
63        TextColor(Color::NONE),
64    ));
65
66    // Create a new animation clip.
67    let mut animation = AnimationClip::default();
68
69    // This is only necessary if you want the duration of the
70    // animation to be longer than the last event in the clip.
71    animation.set_duration(2.0);
72
73    // Add events at the specified time.
74    animation.add_event(
75        0.0,
76        SetMessage {
77            value: "HELLO".into(),
78            color: ALICE_BLUE.into(),
79        },
80    );
81    animation.add_event(
82        1.0,
83        SetMessage {
84            value: "BYE".into(),
85            color: CRIMSON.into(),
86        },
87    );
88
89    // Create the animation graph.
90    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
91    let mut player = AnimationPlayer::default();
92    player.play(animation_index).repeat();
93
94    commands.spawn((AnimationGraphHandle(graphs.add(graph)), player));
95}
examples/animation/animated_mesh.rs (line 85)
64fn play_animation_when_ready(
65    scene_ready: On<SceneInstanceReady>,
66    mut commands: Commands,
67    children: Query<&Children>,
68    animations_to_play: Query<&AnimationToPlay>,
69    mut players: Query<&mut AnimationPlayer>,
70) {
71    // The entity we spawned in `setup_mesh_and_animation` is the trigger's target.
72    // Start by finding the AnimationToPlay component we added to that entity.
73    if let Ok(animation_to_play) = animations_to_play.get(scene_ready.entity) {
74        // The SceneRoot component will have spawned the scene as a hierarchy
75        // of entities parented to our entity. Since the asset contained a skinned
76        // mesh and animations, it will also have spawned an animation player
77        // component. Search our entity's descendants to find the animation player.
78        for child in children.iter_descendants(scene_ready.entity) {
79            if let Ok(mut player) = players.get_mut(child) {
80                // Tell the animation player to start the animation and keep
81                // repeating it.
82                //
83                // If you want to try stopping and switching animations, see the
84                // `animated_mesh_control.rs` example.
85                player.play(animation_to_play.index).repeat();
86
87                // Add the animation graph. This only needs to be done once to
88                // connect the animation player to the mesh.
89                commands
90                    .entity(child)
91                    .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
92            }
93        }
94    }
95}
Source

pub fn stop(&mut self, animation: NodeIndex) -> &mut AnimationPlayer

Stops playing the given animation, removing it from the list of playing animations.

Source

pub fn stop_all(&mut self) -> &mut AnimationPlayer

Stops all currently-playing animations.

Source

pub fn playing_animations( &self, ) -> impl Iterator<Item = (&NodeIndex, &ActiveAnimation)>

Iterates through all animations that this AnimationPlayer is currently playing.

Examples found in repository?
examples/animation/animated_mesh_control.rs (line 135)
128fn keyboard_control(
129    keyboard_input: Res<ButtonInput<KeyCode>>,
130    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
131    animations: Res<Animations>,
132    mut current_animation: Local<usize>,
133) {
134    for (mut player, mut transitions) in &mut animation_players {
135        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
136            continue;
137        };
138
139        if keyboard_input.just_pressed(KeyCode::Space) {
140            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
141            if playing_animation.is_paused() {
142                playing_animation.resume();
143            } else {
144                playing_animation.pause();
145            }
146        }
147
148        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
149            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
150            let speed = playing_animation.speed();
151            playing_animation.set_speed(speed * 1.2);
152        }
153
154        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
155            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
156            let speed = playing_animation.speed();
157            playing_animation.set_speed(speed * 0.8);
158        }
159
160        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
161            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
162            let elapsed = playing_animation.seek_time();
163            playing_animation.seek_to(elapsed - 0.1);
164        }
165
166        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
167            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
168            let elapsed = playing_animation.seek_time();
169            playing_animation.seek_to(elapsed + 0.1);
170        }
171
172        if keyboard_input.just_pressed(KeyCode::Enter) {
173            *current_animation = (*current_animation + 1) % animations.animations.len();
174
175            transitions
176                .play(
177                    &mut player,
178                    animations.animations[*current_animation],
179                    Duration::from_millis(250),
180                )
181                .repeat();
182        }
183
184        if keyboard_input.just_pressed(KeyCode::Digit1) {
185            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
186            playing_animation
187                .set_repeat(RepeatAnimation::Count(1))
188                .replay();
189        }
190
191        if keyboard_input.just_pressed(KeyCode::Digit2) {
192            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193            playing_animation
194                .set_repeat(RepeatAnimation::Count(2))
195                .replay();
196        }
197
198        if keyboard_input.just_pressed(KeyCode::Digit3) {
199            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
200            playing_animation
201                .set_repeat(RepeatAnimation::Count(3))
202                .replay();
203        }
204
205        if keyboard_input.just_pressed(KeyCode::KeyL) {
206            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
207            playing_animation.set_repeat(RepeatAnimation::Forever);
208        }
209    }
210}
Source

pub fn playing_animations_mut( &mut self, ) -> impl Iterator<Item = (&NodeIndex, &mut ActiveAnimation)>

Iterates through all animations that this AnimationPlayer is currently playing, mutably.

Source

pub fn is_playing_animation(&self, animation: NodeIndex) -> bool

Returns true if the animation is currently playing or paused, or false if the animation is stopped.

Examples found in repository?
examples/animation/animation_graph.rs (line 460)
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454    for (mut animation_player, animation_weights) in query.iter_mut() {
455        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456            .iter()
457            .zip(animation_weights.weights.iter())
458        {
459            // If the animation happens to be no longer active, restart it.
460            if !animation_player.is_playing_animation(animation_node_index.into()) {
461                animation_player.play(animation_node_index.into());
462            }
463
464            // Set the weight.
465            if let Some(active_animation) =
466                animation_player.animation_mut(animation_node_index.into())
467            {
468                active_animation.set_weight(animation_weight);
469            }
470        }
471    }
472}
Source

pub fn all_finished(&self) -> bool

Check if all playing animations have finished, according to the repetition behavior.

Source

pub fn all_paused(&self) -> bool

Check if all playing animations are paused.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 292)
267fn keyboard_animation_control(
268    keyboard_input: Res<ButtonInput<KeyCode>>,
269    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
270    animations: Res<Animations>,
271    mut current_animation: Local<usize>,
272    mut foxes: ResMut<Foxes>,
273) {
274    if keyboard_input.just_pressed(KeyCode::Space) {
275        foxes.moving = !foxes.moving;
276    }
277
278    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
279        foxes.speed *= 1.25;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
283        foxes.speed *= 0.8;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::Enter) {
287        *current_animation = (*current_animation + 1) % animations.node_indices.len();
288    }
289
290    for (mut player, mut transitions) in &mut animation_player {
291        if keyboard_input.just_pressed(KeyCode::Space) {
292            if player.all_paused() {
293                player.resume_all();
294            } else {
295                player.pause_all();
296            }
297        }
298
299        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
300            player.adjust_speeds(1.25);
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
304            player.adjust_speeds(0.8);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
308            player.seek_all_by(-0.1);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
312            player.seek_all_by(0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::Enter) {
316            transitions
317                .play(
318                    &mut player,
319                    animations.node_indices[*current_animation],
320                    Duration::from_millis(250),
321                )
322                .repeat();
323        }
324    }
325}
Source

pub fn pause_all(&mut self) -> &mut AnimationPlayer

Pause all playing animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 295)
267fn keyboard_animation_control(
268    keyboard_input: Res<ButtonInput<KeyCode>>,
269    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
270    animations: Res<Animations>,
271    mut current_animation: Local<usize>,
272    mut foxes: ResMut<Foxes>,
273) {
274    if keyboard_input.just_pressed(KeyCode::Space) {
275        foxes.moving = !foxes.moving;
276    }
277
278    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
279        foxes.speed *= 1.25;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
283        foxes.speed *= 0.8;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::Enter) {
287        *current_animation = (*current_animation + 1) % animations.node_indices.len();
288    }
289
290    for (mut player, mut transitions) in &mut animation_player {
291        if keyboard_input.just_pressed(KeyCode::Space) {
292            if player.all_paused() {
293                player.resume_all();
294            } else {
295                player.pause_all();
296            }
297        }
298
299        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
300            player.adjust_speeds(1.25);
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
304            player.adjust_speeds(0.8);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
308            player.seek_all_by(-0.1);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
312            player.seek_all_by(0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::Enter) {
316            transitions
317                .play(
318                    &mut player,
319                    animations.node_indices[*current_animation],
320                    Duration::from_millis(250),
321                )
322                .repeat();
323        }
324    }
325}
Source

pub fn resume_all(&mut self) -> &mut AnimationPlayer

Resume all active animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 293)
267fn keyboard_animation_control(
268    keyboard_input: Res<ButtonInput<KeyCode>>,
269    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
270    animations: Res<Animations>,
271    mut current_animation: Local<usize>,
272    mut foxes: ResMut<Foxes>,
273) {
274    if keyboard_input.just_pressed(KeyCode::Space) {
275        foxes.moving = !foxes.moving;
276    }
277
278    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
279        foxes.speed *= 1.25;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
283        foxes.speed *= 0.8;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::Enter) {
287        *current_animation = (*current_animation + 1) % animations.node_indices.len();
288    }
289
290    for (mut player, mut transitions) in &mut animation_player {
291        if keyboard_input.just_pressed(KeyCode::Space) {
292            if player.all_paused() {
293                player.resume_all();
294            } else {
295                player.pause_all();
296            }
297        }
298
299        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
300            player.adjust_speeds(1.25);
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
304            player.adjust_speeds(0.8);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
308            player.seek_all_by(-0.1);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
312            player.seek_all_by(0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::Enter) {
316            transitions
317                .play(
318                    &mut player,
319                    animations.node_indices[*current_animation],
320                    Duration::from_millis(250),
321                )
322                .repeat();
323        }
324    }
325}
Source

pub fn rewind_all(&mut self) -> &mut AnimationPlayer

Rewinds all active animations.

Source

pub fn adjust_speeds(&mut self, factor: f32) -> &mut AnimationPlayer

Multiplies the speed of all active animations by the given factor.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 300)
267fn keyboard_animation_control(
268    keyboard_input: Res<ButtonInput<KeyCode>>,
269    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
270    animations: Res<Animations>,
271    mut current_animation: Local<usize>,
272    mut foxes: ResMut<Foxes>,
273) {
274    if keyboard_input.just_pressed(KeyCode::Space) {
275        foxes.moving = !foxes.moving;
276    }
277
278    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
279        foxes.speed *= 1.25;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
283        foxes.speed *= 0.8;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::Enter) {
287        *current_animation = (*current_animation + 1) % animations.node_indices.len();
288    }
289
290    for (mut player, mut transitions) in &mut animation_player {
291        if keyboard_input.just_pressed(KeyCode::Space) {
292            if player.all_paused() {
293                player.resume_all();
294            } else {
295                player.pause_all();
296            }
297        }
298
299        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
300            player.adjust_speeds(1.25);
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
304            player.adjust_speeds(0.8);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
308            player.seek_all_by(-0.1);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
312            player.seek_all_by(0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::Enter) {
316            transitions
317                .play(
318                    &mut player,
319                    animations.node_indices[*current_animation],
320                    Duration::from_millis(250),
321                )
322                .repeat();
323        }
324    }
325}
Source

pub fn seek_all_by(&mut self, amount: f32) -> &mut AnimationPlayer

Seeks all active animations forward or backward by the same amount.

To seek forward, pass a positive value; to seek negative, pass a negative value. Values below 0.0 or beyond the end of the animation clip are clamped appropriately.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 308)
267fn keyboard_animation_control(
268    keyboard_input: Res<ButtonInput<KeyCode>>,
269    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
270    animations: Res<Animations>,
271    mut current_animation: Local<usize>,
272    mut foxes: ResMut<Foxes>,
273) {
274    if keyboard_input.just_pressed(KeyCode::Space) {
275        foxes.moving = !foxes.moving;
276    }
277
278    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
279        foxes.speed *= 1.25;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
283        foxes.speed *= 0.8;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::Enter) {
287        *current_animation = (*current_animation + 1) % animations.node_indices.len();
288    }
289
290    for (mut player, mut transitions) in &mut animation_player {
291        if keyboard_input.just_pressed(KeyCode::Space) {
292            if player.all_paused() {
293                player.resume_all();
294            } else {
295                player.pause_all();
296            }
297        }
298
299        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
300            player.adjust_speeds(1.25);
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
304            player.adjust_speeds(0.8);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
308            player.seek_all_by(-0.1);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
312            player.seek_all_by(0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::Enter) {
316            transitions
317                .play(
318                    &mut player,
319                    animations.node_indices[*current_animation],
320                    Duration::from_millis(250),
321                )
322                .repeat();
323        }
324    }
325}
Source

pub fn animation(&self, animation: NodeIndex) -> Option<&ActiveAnimation>

Returns the ActiveAnimation associated with the given animation node if it’s currently playing.

If the animation isn’t currently active, returns None.

Source

pub fn animation_mut( &mut self, animation: NodeIndex, ) -> Option<&mut ActiveAnimation>

Returns a mutable reference to the ActiveAnimation associated with the given animation node if it’s currently active.

If the animation isn’t currently active, returns None.

Examples found in repository?
examples/animation/animation_graph.rs (line 466)
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454    for (mut animation_player, animation_weights) in query.iter_mut() {
455        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456            .iter()
457            .zip(animation_weights.weights.iter())
458        {
459            // If the animation happens to be no longer active, restart it.
460            if !animation_player.is_playing_animation(animation_node_index.into()) {
461                animation_player.play(animation_node_index.into());
462            }
463
464            // Set the weight.
465            if let Some(active_animation) =
466                animation_player.animation_mut(animation_node_index.into())
467            {
468                active_animation.set_weight(animation_weight);
469            }
470        }
471    }
472}
More examples
Hide additional examples
examples/animation/animated_mesh_control.rs (line 140)
128fn keyboard_control(
129    keyboard_input: Res<ButtonInput<KeyCode>>,
130    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
131    animations: Res<Animations>,
132    mut current_animation: Local<usize>,
133) {
134    for (mut player, mut transitions) in &mut animation_players {
135        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
136            continue;
137        };
138
139        if keyboard_input.just_pressed(KeyCode::Space) {
140            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
141            if playing_animation.is_paused() {
142                playing_animation.resume();
143            } else {
144                playing_animation.pause();
145            }
146        }
147
148        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
149            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
150            let speed = playing_animation.speed();
151            playing_animation.set_speed(speed * 1.2);
152        }
153
154        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
155            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
156            let speed = playing_animation.speed();
157            playing_animation.set_speed(speed * 0.8);
158        }
159
160        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
161            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
162            let elapsed = playing_animation.seek_time();
163            playing_animation.seek_to(elapsed - 0.1);
164        }
165
166        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
167            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
168            let elapsed = playing_animation.seek_time();
169            playing_animation.seek_to(elapsed + 0.1);
170        }
171
172        if keyboard_input.just_pressed(KeyCode::Enter) {
173            *current_animation = (*current_animation + 1) % animations.animations.len();
174
175            transitions
176                .play(
177                    &mut player,
178                    animations.animations[*current_animation],
179                    Duration::from_millis(250),
180                )
181                .repeat();
182        }
183
184        if keyboard_input.just_pressed(KeyCode::Digit1) {
185            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
186            playing_animation
187                .set_repeat(RepeatAnimation::Count(1))
188                .replay();
189        }
190
191        if keyboard_input.just_pressed(KeyCode::Digit2) {
192            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193            playing_animation
194                .set_repeat(RepeatAnimation::Count(2))
195                .replay();
196        }
197
198        if keyboard_input.just_pressed(KeyCode::Digit3) {
199            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
200            playing_animation
201                .set_repeat(RepeatAnimation::Count(3))
202                .replay();
203        }
204
205        if keyboard_input.just_pressed(KeyCode::KeyL) {
206            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
207            playing_animation.set_repeat(RepeatAnimation::Forever);
208        }
209    }
210}

Trait Implementations§

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impl Clone for AnimationPlayer

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fn clone(&self) -> AnimationPlayer

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &AnimationPlayer)

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

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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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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl Default for AnimationPlayer

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fn default() -> AnimationPlayer

Returns the “default value” for a type. Read more
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impl FromArg for AnimationPlayer

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type This<'from_arg> = AnimationPlayer

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

Creates an item from an argument. Read more
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impl FromReflect for AnimationPlayer

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

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 AnimationPlayer

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for AnimationPlayer

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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 AnimationPlayer

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

Converts Self into a Return value.
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impl PartialReflect for AnimationPlayer

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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 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<AnimationPlayer>) -> ReflectOwned

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

Attempts to clone Self using reflection. 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 to_dynamic(&self) -> Box<dyn PartialReflect>

Converts this reflected value into its dynamic representation based on its kind. Read more
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fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
where T: 'static, Self: Sized + TypePath,

For a type implementing PartialReflect, combines reflect_clone and take in a useful fashion, automatically constructing an appropriate ReflectCloneError if the downcast fails. 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 debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for 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 AnimationPlayer

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fn into_any(self: Box<AnimationPlayer>) -> 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<AnimationPlayer>) -> 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 AnimationPlayer

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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 to_dynamic_struct(&self) -> DynamicStruct

Creates a new DynamicStruct from this struct.
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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 AnimationPlayer

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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 AnimationPlayer

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

Auto Trait Implementations§

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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 ComponentsRegistrator<'_>, ids: &mut impl FnMut(ComponentId), )

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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<C> BundleFromComponents for C
where C: Component,

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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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impl<T> CloneToUninit for T
where T: Clone,

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

🔬This is a nightly-only experimental API. (clone_to_uninit)
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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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Converts Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.
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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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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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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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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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Borrows self, then passes self.as_ref() into the pipe function.
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fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
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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fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
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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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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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<Ret> SpawnIfAsync<(), Ret> for Ret

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fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
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impl<T, O> SuperFrom<T> for O
where O: From<T>,

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fn super_from(input: T) -> O

Convert from a type to another type.
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impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

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fn super_into(self) -> O

Convert from a type to another type.
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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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fn clone_type_data(&self) -> Box<dyn TypeData>

Creates a type-erased clone of this value.
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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,