Struct bevy_egui::EguiContext [−][src]
pub struct EguiContext { /* fields omitted */ }
A resource for storing bevy_egui
context.
Implementations
impl EguiContext
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impl EguiContext
[src]pub fn ctx(&self) -> &CtxRef
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Egui context of the primary window.
pub fn ctx_for_window(&self, window: WindowId) -> &CtxRef
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Egui context for a specific window.
If you want to display UI on a non-primary window,
make sure to set up the render graph by calling setup_pipeline
.
pub fn try_ctx_for_window(&self, window: WindowId) -> Option<&CtxRef>
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Fallible variant of EguiContext::ctx_for_window
. Make sure to set up the render graph by calling setup_pipeline
.
pub fn set_egui_texture(&mut self, id: u64, texture: Handle<Texture>)
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Can accept either a strong or a weak handle.
You may want to pass a weak handle if you control removing texture assets in your application manually and you don’t want to bother with cleaning up textures in egui.
You’ll want to pass a strong handle if a texture is used only in egui and there’s no handle copies stored anywhere else.
pub fn remove_egui_texture(&mut self, id: u64)
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Removes a texture handle associated with the id.
Auto Trait Implementations
impl !RefUnwindSafe for EguiContext
impl !RefUnwindSafe for EguiContext
impl Send for EguiContext
impl Send for EguiContext
impl Sync for EguiContext
impl Sync for EguiContext
impl Unpin for EguiContext
impl Unpin for EguiContext
impl !UnwindSafe for EguiContext
impl !UnwindSafe for EguiContext
Blanket Implementations
impl<T> Any for T where
T: Any,
impl<T> Any for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
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impl<T> Instrument for T
[src]pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,