pub struct Slider {
pub track_click: TrackClick,
}Expand description
A headless slider widget, which can be used to build custom sliders. Sliders have a value
(represented by the SliderValue component) and a range (represented by SliderRange). An
optional step size can be specified via SliderStep, and you can control the rounding
during dragging with SliderPrecision.
You can also control the slider remotely by triggering a SetSliderValue event on it. This
can be useful in a console environment for controlling the value gamepad inputs.
The presence of the on_change property controls whether the slider uses internal or external
state management. If the on_change property is None, then the slider updates its own state
automatically. Otherwise, the on_change property contains the id of a one-shot system which is
passed the new slider value. In this case, the slider value is not modified, it is the
responsibility of the callback to trigger whatever data-binding mechanism is used to update the
slider’s value.
Typically a slider will contain entities representing the “track” and “thumb” elements. The core
slider makes no assumptions about the hierarchical structure of these elements, but expects that
the thumb will be marked with a SliderThumb component.
The core slider does not modify the visible position of the thumb: that is the responsibility of the stylist. This can be done either in percent or pixel units as desired. To prevent overhang at the ends of the slider, the positioning should take into account the thumb width, by reducing the amount of travel. So for example, in a slider 100px wide, with a thumb that is 10px, the amount of travel is 90px. The core slider’s calculations for clicking and dragging assume this is the case, and will reduce the travel by the measured size of the thumb entity, which allows the movement of the thumb to be perfectly synchronized with the movement of the mouse.
In cases where overhang is desired for artistic reasons, the thumb may have additional decorative child elements, absolutely positioned, which don’t affect the size measurement.
Fields§
§track_click: TrackClickSet the track-clicking behavior for this slider.
Trait Implementations§
Source§impl Component for Slider
Required Components: AccessibilityNode, CoreSliderDragState, SliderValue, SliderRange, SliderStep.
impl Component for Slider
Required Components: AccessibilityNode, CoreSliderDragState, SliderValue, SliderRange, SliderStep.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreAuto Trait Implementations§
impl Freeze for Slider
impl RefUnwindSafe for Slider
impl Send for Slider
impl Sync for Slider
impl Unpin for Slider
impl UnsafeUnpin for Slider
impl UnwindSafe for Slider
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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
Source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
Source§impl<C> BundleFromComponents for Cwhere
C: Component,
impl<C> BundleFromComponents for Cwhere
C: Component,
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T: Any,
impl<T> Downcast for Twhere
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Source§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
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Source§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
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Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
Source§impl<T> FromWorld for Twhere
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