pub struct EguiContextQuery {
    pub window_entity: Entity,
    pub ctx: &'static mut EguiContext,
    pub egui_input: &'static mut EguiInput,
    pub render_output: &'static mut EguiRenderOutput,
    pub egui_output: &'static mut EguiOutput,
    pub window_size: &'static mut WindowSize,
    pub window: &'static mut Window,
}
Expand description

Queries all the Egui related components.

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§window_entity: Entity

Window entity.

§ctx: &'static mut EguiContext

Egui context associated with the window.

§egui_input: &'static mut EguiInput

Encapsulates egui::RawInput.

§render_output: &'static mut EguiRenderOutput

Egui shapes and textures delta.

§egui_output: &'static mut EguiOutput

Encapsulates egui::PlatformOutput.

§window_size: &'static mut WindowSize

Stores physical size of the window and its scale factor.

§window: &'static mut Window

[Window] component.

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impl WorldQuery for EguiContextQuery

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unsafe fn set_archetype<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _archetype: &'__w Archetype, _table: &'__w Table )

SAFETY: we call set_archetype for each member that implements Fetch

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unsafe fn set_table<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &Self::State, _table: &'__w Table )

SAFETY: we call set_table for each member that implements Fetch

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unsafe fn fetch<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow ) -> <Self as WorldQuery>::Item<'__w>

SAFETY: we call fetch for each member that implements Fetch.

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type Item<'__w> = EguiContextQueryItem<'__w>

The item returned by this [WorldQuery]
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type Fetch<'__w> = EguiContextQueryFetch<'__w>

Per archetype/table state used by this [WorldQuery] to fetch Self::Item
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type ReadOnly = EguiContextQueryReadOnly

The read-only variant of this [WorldQuery], which satisfies the [ReadOnlyWorldQuery] trait.
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type State = EguiContextQueryState

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.
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fn shrink<'__wlong: '__wshort, '__wshort>( item: <EguiContextQuery as WorldQuery>::Item<'__wlong> ) -> <EguiContextQuery as WorldQuery>::Item<'__wshort>

This function manually implements subtyping for the query items.
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unsafe fn init_fetch<'__w>( _world: &'__w World, state: &Self::State, _last_change_tick: u32, _change_tick: u32 ) -> <Self as WorldQuery>::Fetch<'__w>

Creates a new instance of this fetch. Read more
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unsafe fn clone_fetch<'__w>( _fetch: &<Self as WorldQuery>::Fetch<'__w> ) -> <Self 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
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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.
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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
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unsafe fn filter_fetch<'__w>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow ) -> bool

Safety Read more
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fn update_component_access( state: &Self::State, _access: &mut FilteredAccess<ComponentId> )

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fn update_archetype_component_access( state: &Self::State, _archetype: &Archetype, _access: &mut Access<ArchetypeComponentId> )

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fn init_state(world: &mut World) -> EguiContextQueryState

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fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool ) -> bool

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere 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 Twhere U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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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.
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type Error = <U as TryFrom<T>>::Error

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