Struct bevy_inspector_egui::widgets::ResourceInspector
source · [−]pub struct ResourceInspector<T>(_);
Expand description
The resource inspector can be used to edit resources in the inspector.
Example
use bevy::{prelude::*, pbr::AmbientLight};
use bevy_inspector_egui::{Inspectable, InspectorPlugin, widgets::ResourceInspector};
#[derive(Inspectable, Default)]
struct Data {
clear_color: ResourceInspector<ClearColor>,
ambient_light: ResourceInspector<AmbientLight>,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(InspectorPlugin::<Data>::new())
.run();
}
Trait Implementations
sourceimpl<T> Debug for ResourceInspector<T>
impl<T> Debug for ResourceInspector<T>
sourceimpl<T> Default for ResourceInspector<T>
impl<T> Default for ResourceInspector<T>
sourceimpl<T: Inspectable + Send + Sync + 'static> Inspectable for ResourceInspector<T>
impl<T: Inspectable + Send + Sync + 'static> Inspectable for ResourceInspector<T>
type Attributes = <T as Inspectable>::Attributes
type Attributes = <T as Inspectable>::Attributes
The
Attributes
associated type specifies what attributes can be passed to a field.
See the following snippet for an example: Read moresourcefn ui(
&mut self,
ui: &mut Ui,
options: Self::Attributes,
context: &mut Context<'_>
) -> bool
fn ui(
&mut self,
ui: &mut Ui,
options: Self::Attributes,
context: &mut Context<'_>
) -> bool
This methods is responsible for building the egui ui.
Returns whether any data was modified. Read more
sourcefn ui_raw(&mut self, ui: &mut Ui, options: Self::Attributes)
fn ui_raw(&mut self, ui: &mut Ui, options: Self::Attributes)
Displays the value without any context. Useful for usage outside of the plugins, where
there is no access to the world or
EguiContext
. Read moreAuto Trait Implementations
impl<T> RefUnwindSafe for ResourceInspector<T>
impl<T> Send for ResourceInspector<T>
impl<T> Sync for ResourceInspector<T>
impl<T> Unpin for ResourceInspector<T>
impl<T> UnwindSafe for ResourceInspector<T>
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: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
Return the
T
[ShaderType
] for self
. When used in [AsBindGroup
]
derives, it is safe to assume that all images in self
exist. Read moresourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn 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, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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
. Read morefn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read morefn 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. Read morefn 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. Read moreimpl<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]