Struct bevy_kot::prelude::InteractiveElement
source · pub struct InteractiveElement<S>where
S: InteractionSource,{ /* private fields */ }
Expand description
Element that may be interacted with by a specific interaction source.
- It is not recommended to remove this bundle from entities. Instead use the
DisableElementInteractionSource
andDisableInteractiveElementTargeting
commands.
Trait Implementations§
source§impl<S> Clone for InteractiveElement<S>where
S: Clone + InteractionSource,
<S as InteractionSource>::LunexUi: Clone,
<S as InteractionSource>::LunexCursor: Clone,
impl<S> Clone for InteractiveElement<S>where
S: Clone + InteractionSource,
<S as InteractionSource>::LunexUi: Clone,
<S as InteractionSource>::LunexCursor: Clone,
source§fn clone(&self) -> InteractiveElement<S>
fn clone(&self) -> InteractiveElement<S>
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<S> Debug for InteractiveElement<S>where
S: Debug + InteractionSource,
<S as InteractionSource>::LunexUi: Debug,
<S as InteractionSource>::LunexCursor: Debug,
impl<S> Debug for InteractiveElement<S>where
S: Debug + InteractionSource,
<S as InteractionSource>::LunexUi: Debug,
<S as InteractionSource>::LunexCursor: Debug,
source§impl<S> Default for InteractiveElement<S>where
S: InteractionSource,
impl<S> Default for InteractiveElement<S>where
S: InteractionSource,
source§fn default() -> InteractiveElement<S>
fn default() -> InteractiveElement<S>
Returns the “default value” for a type. Read more
source§impl<S> PartialEq for InteractiveElement<S>where
S: PartialEq + InteractionSource,
<S as InteractionSource>::LunexUi: PartialEq,
<S as InteractionSource>::LunexCursor: PartialEq,
impl<S> PartialEq for InteractiveElement<S>where
S: PartialEq + InteractionSource,
<S as InteractionSource>::LunexUi: PartialEq,
<S as InteractionSource>::LunexCursor: PartialEq,
source§fn eq(&self, other: &InteractiveElement<S>) -> bool
fn eq(&self, other: &InteractiveElement<S>) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl<S> Bundle for InteractiveElement<S>where
S: InteractionSource,
impl<S> Copy for InteractiveElement<S>where
S: Copy + InteractionSource,
<S as InteractionSource>::LunexUi: Copy,
<S as InteractionSource>::LunexCursor: Copy,
impl<S> DynamicBundle for InteractiveElement<S>where
S: InteractionSource,
impl<S> Eq for InteractiveElement<S>where
S: Eq + InteractionSource,
<S as InteractionSource>::LunexUi: Eq,
<S as InteractionSource>::LunexCursor: Eq,
impl<S> StructuralEq for InteractiveElement<S>where
S: InteractionSource,
impl<S> StructuralPartialEq for InteractiveElement<S>where
S: InteractionSource,
Auto Trait Implementations§
impl<S> RefUnwindSafe for InteractiveElement<S>where
S: RefUnwindSafe,
<S as InteractionSource>::LunexCursor: RefUnwindSafe,
<S as InteractionSource>::LunexUi: RefUnwindSafe,
impl<S> Send for InteractiveElement<S>
impl<S> Sync for InteractiveElement<S>
impl<S> Unpin for InteractiveElement<S>where
S: Unpin,
<S as InteractionSource>::LunexCursor: Unpin,
<S as InteractionSource>::LunexUi: Unpin,
impl<S> UnwindSafe for InteractiveElement<S>where
S: UnwindSafe,
<S as InteractionSource>::LunexCursor: UnwindSafe,
<S as InteractionSource>::LunexUi: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§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.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
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§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.§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.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<T> DynEq for T
impl<T> DynEq for T
§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Checks if this value is equivalent to the given key. Read more
§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given [World
].