Enum bevy_egui::EguiSystem
source · pub enum EguiSystem {
ProcessInput,
BeginFrame,
ProcessOutput,
}
Expand description
The names of egui systems.
Variants§
ProcessInput
Reads Egui inputs (keyboard, mouse, etc) and writes them into the EguiInput
resource.
To modify the input, you can hook your system like this:
system.after(EguiSystem::ProcessInput).before(EguiSystem::BeginFrame)
.
BeginFrame
Begins the egui
frame
ProcessOutput
Processes the EguiOutput
resource
Trait Implementations§
source§impl Clone for EguiSystem
impl Clone for EguiSystem
source§fn clone(&self) -> EguiSystem
fn clone(&self) -> EguiSystem
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 moresource§impl Debug for EguiSystem
impl Debug for EguiSystem
source§impl Hash for EguiSystem
impl Hash for EguiSystem
source§impl PartialEq<EguiSystem> for EguiSystem
impl PartialEq<EguiSystem> for EguiSystem
source§fn eq(&self, other: &EguiSystem) -> bool
fn eq(&self, other: &EguiSystem) -> bool
source§impl SystemLabel for EguiSystemwhere
Self: 'static,
impl SystemLabel for EguiSystemwhere
Self: 'static,
impl Eq for EguiSystem
impl StructuralEq for EguiSystem
impl StructuralPartialEq for EguiSystem
Auto Trait Implementations§
impl RefUnwindSafe for EguiSystem
impl Send for EguiSystem
impl Sync for EguiSystem
impl Unpin for EguiSystem
impl UnwindSafe for EguiSystem
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> AsSystemLabel<()> for Twhere
T: SystemLabel,
impl<T> AsSystemLabel<()> for Twhere
T: SystemLabel,
fn as_system_label(&self) -> SystemLabelId
§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>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn as_any(&self) -> &(dyn Any + 'static)
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 moresource§impl<Q, K> Equivalent<K> for Qwhere
Q: Eq + ?Sized,
K: Borrow<Q> + ?Sized,
impl<Q, K> Equivalent<K> for Qwhere
Q: Eq + ?Sized,
K: Borrow<Q> + ?Sized,
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.