Struct bevy_egui::systems::InputResources
source · pub struct InputResources<'w, 's> {
pub egui_clipboard: Res<'w, EguiClipboard>,
pub keyboard_input: Res<'w, Input<KeyCode>>,
pub egui_input: ResMut<'w, EguiRenderInputContainer>,
/* private fields */
}
Fields
egui_clipboard: Res<'w, EguiClipboard>
keyboard_input: Res<'w, Input<KeyCode>>
egui_input: ResMut<'w, EguiRenderInputContainer>
Trait Implementations
sourceimpl<'w, 's> SystemParam for InputResources<'w, 's>
impl<'w, 's> SystemParam for InputResources<'w, 's>
type Fetch = FetchState<(<Res<'w, EguiClipboard> as SystemParam>::Fetch, <Res<'w, Input<KeyCode>> as SystemParam>::Fetch, <ResMut<'w, EguiRenderInputContainer> as SystemParam>::Fetch)>
Auto Trait Implementations
impl<'w, 's> RefUnwindSafe for InputResources<'w, 's>
impl<'w, 's> Send for InputResources<'w, 's>
impl<'w, 's> Sync for InputResources<'w, 's>
impl<'w, 's> Unpin for InputResources<'w, 's>
impl<'w, 's> !UnwindSafe for InputResources<'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
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impl<T> BorrowMut<T> for Twhere
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