pub struct ControlsWindow;Trait Implementations§
Source§impl EditorWindow for ControlsWindow
impl EditorWindow for ControlsWindow
const NAME: &'static str = "Controls"
type State = ()
fn ui(world: &mut World, _: EditorWindowContext<'_>, ui: &mut Ui)
const DEFAULT_SIZE: (f32, f32) = _
Ui shown in the
Open Window menu item. By default opens the window as a floating window.Source§fn viewport_toolbar_ui(
world: &mut World,
cx: EditorWindowContext<'_>,
ui: &mut Ui,
)
fn viewport_toolbar_ui( world: &mut World, cx: EditorWindowContext<'_>, ui: &mut Ui, )
Ui shown in the viewport toolbar.
Source§fn viewport_ui(world: &mut World, cx: EditorWindowContext<'_>, ui: &mut Ui)
fn viewport_ui(world: &mut World, cx: EditorWindowContext<'_>, ui: &mut Ui)
Ui shown on top of the game viewport.
fn app_finish(app: &mut App)
Auto Trait Implementations§
impl Freeze for ControlsWindow
impl RefUnwindSafe for ControlsWindow
impl Send for ControlsWindow
impl Sync for ControlsWindow
impl Unpin for ControlsWindow
impl UnsafeUnpin for ControlsWindow
impl UnwindSafe for ControlsWindow
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
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impl<T> ConditionalSend for Twhere
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T: Any,
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