Struct bevy_egui::systems::OutputResources
source · pub struct OutputResources<'w, 's> {
pub egui: ResMut<'w, EguiOutputContainer>,
pub egui_render: ResMut<'w, EguiRenderOutputContainer>,
/* private fields */
}
Fields§
§egui: ResMut<'w, EguiOutputContainer>
§egui_render: ResMut<'w, EguiRenderOutputContainer>
Trait Implementations§
source§impl<'w, 's> SystemParam for OutputResources<'w, 's>
impl<'w, 's> SystemParam for OutputResources<'w, 's>
type Fetch = FetchState<(<ResMut<'w, EguiOutputContainer> as SystemParam>::Fetch, <ResMut<'w, EguiRenderOutputContainer> as SystemParam>::Fetch)>
Auto Trait Implementations§
impl<'w, 's> !RefUnwindSafe for OutputResources<'w, 's>
impl<'w, 's> Send for OutputResources<'w, 's>
impl<'w, 's> Sync for OutputResources<'w, 's>
impl<'w, 's> Unpin for OutputResources<'w, 's>
impl<'w, 's> !UnwindSafe for OutputResources<'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.§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>
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can
then be further downcast
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where ConcreteType
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