pub struct Views(/* private fields */);Expand description
Every view the frame is drawn from, in the order they are drawn. Never empty.
Implementations§
Source§impl Views
impl Views
Sourcepub fn one(camera: Camera) -> Self
pub fn one(camera: Camera) -> Self
The whole frame, from one camera; the rect is filled in by the renderer.
Sourcepub fn split(left: Camera, right: Camera, width: f32, height: f32) -> Self
pub fn split(left: Camera, right: Camera, width: f32, height: f32) -> Self
Two players at one screen, side by side.
Sourcepub fn with_minimap(self, camera: Camera) -> Self
pub fn with_minimap(self, camera: Camera) -> Self
Adds a shared map laid over the bottom centre of the frame.
pub fn iter(&self) -> impl Iterator<Item = &View>
pub fn len(&self) -> usize
pub fn is_empty(&self) -> bool
Sourcepub fn camera(&self) -> Camera
pub fn camera(&self) -> Camera
The camera a click or a ray should be read against: the first view’s.
Sourcepub fn set_camera(&mut self, camera: Camera) -> bool
pub fn set_camera(&mut self, camera: Camera) -> bool
Points the frame’s one view from camera, and says whether it did; with several views it leaves them alone.
Trait Implementations§
Source§impl Component for Views
impl Component for Views
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
A constant indicating the storage type used for this component.
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
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Maps the entities on this component using the given
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When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl Resource for Views
impl StructuralPartialEq for Views
Auto Trait Implementations§
impl Freeze for Views
impl RefUnwindSafe for Views
impl Send for Views
impl Sync for Views
impl Unpin for Views
impl UnsafeUnpin for Views
impl UnwindSafe for Views
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impl<C> Bundle for Cwhere
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