Struct bevy_egui::EguiContextQuery

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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.

Trait Implementations§

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impl QueryData for EguiContextQuery

SAFETY: we assert fields are readonly below

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type ReadOnly = EguiContextQueryReadOnly

The read-only variant of this QueryData, which satisfies the ReadOnlyQueryData trait.
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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 For QueryData this will be the item returned by the query. For QueryFilter this will be either (), or a bool indicating whether the entity should be included or a tuple of such things.
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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 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: UnsafeWorldCell<'__w>, state: &Self::State, _last_run: Tick, _this_run: Tick ) -> <Self as WorldQuery>::Fetch<'__w>

Creates a new instance of this fetch. 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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fn update_component_access( state: &Self::State, _access: &mut FilteredAccess<ComponentId> )

Adds any component accesses used by this WorldQuery to access.
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fn init_state(world: &mut World) -> EguiContextQueryState

Creates and initializes a State for this WorldQuery type.
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fn get_state(world: &World) -> Option<EguiContextQueryState>

Attempts to initializes a State for this WorldQuery type.
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fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool ) -> bool

Returns true if this query matches a set of components. Otherwise, returns false.
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fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)

Sets available accesses for implementors with dynamic access such as FilteredEntityRef or FilteredEntityMut. Read more

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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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