Struct bevy_windows_param::Windows
source · pub struct Windows<'w, 's> { /* private fields */ }
Implementations§
source§impl Windows<'_, '_>
impl Windows<'_, '_>
pub fn get_window(&self, window_ref: WindowRef) -> Option<&Window>
sourcepub fn scale_factor(&self, window_ref: WindowRef) -> Option<f64>
pub fn scale_factor(&self, window_ref: WindowRef) -> Option<f64>
Returns the scale factor for the given window
sourcepub fn physical_resolution(&self, window_ref: WindowRef) -> Option<Vec2>
pub fn physical_resolution(&self, window_ref: WindowRef) -> Option<Vec2>
Returns the physical resolution for the given window
sourcepub fn resolution(&self, window_ref: WindowRef) -> Option<Vec2>
pub fn resolution(&self, window_ref: WindowRef) -> Option<Vec2>
Returns the logical resolution for the given window
sourcepub fn cursor_position(&self) -> Option<CursorPosition>
pub fn cursor_position(&self) -> Option<CursorPosition>
Returns the cursor position in window coordinates
sourcepub fn ui_cursor_position(&self) -> Option<CursorPosition>
pub fn ui_cursor_position(&self) -> Option<CursorPosition>
Returns the cursor position in UI coordinates (y coordinates increase going downwards with the origin in the top-left corner)
Examples found in repository?
More examples
sourcepub fn world_cursor_position(&self) -> Option<CursorPosition>
pub fn world_cursor_position(&self) -> Option<CursorPosition>
Returns the cursor position in world coordinates
Trait Implementations§
source§impl<'w, 's> IntoIterator for &'w Windows<'_, 's>
impl<'w, 's> IntoIterator for &'w Windows<'_, 's>
source§impl SystemParam for Windows<'_, '_>
impl SystemParam for Windows<'_, '_>
§type Item<'w, 's> = Windows<'w, 's>
type Item<'w, 's> = Windows<'w, 's>
The item type returned when constructing this system param.
The value of this associated type should be
Self
, instantiated with new lifetimes. Read moresource§fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State
fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State
Registers any [
World
] access used by this [SystemParam
]
and creates a new instance of this param’s State
.source§fn new_archetype(
state: &mut Self::State,
archetype: &Archetype,
system_meta: &mut SystemMeta
)
fn new_archetype( state: &mut Self::State, archetype: &Archetype, system_meta: &mut SystemMeta )
For the specified [
Archetype
], registers the components accessed by this [SystemParam
] (if applicable).source§fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
Applies any deferred mutations stored in this [
SystemParam
]’s state.
This is used to apply Commands
during apply_system_buffers
.impl<'w, 's> ReadOnlySystemParam for Windows<'w, 's>where Query<'w, 's, (Entity, &'static Window), With<PrimaryWindow>>: ReadOnlySystemParam, Query<'w, 's, (Entity, &'static Window)>: ReadOnlySystemParam, Query<'w, 's, (&'static Camera, Option<&'static UiCameraConfig>, &'static GlobalTransform)>: ReadOnlySystemParam, Res<'w, Touches>: ReadOnlySystemParam,
Auto Trait Implementations§
impl<'w, 's> !RefUnwindSafe for Windows<'w, 's>
impl<'w, 's> Send for Windows<'w, 's>
impl<'w, 's> Sync for Windows<'w, 's>
impl<'w, 's> Unpin for Windows<'w, 's>
impl<'w, 's> !UnwindSafe for Windows<'w, 's>
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.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,
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