pub struct ComputedUi {
pub order: u32,
pub size: Vec2,
pub content_size: Vec2,
pub scrollbar_size: Vec2,
pub border: Border,
pub padding: Border,
pub margin: Border,
/* private fields */
}Expand description
The computed layout values of a Ui node.
Fields§
§order: u32The relative ordering of the node.
Nodes with a higher order should be rendered on top of those with a lower order. This is effectively a topological sort of each tree.
size: Vec2The width and height of the node.
content_size: Vec2The width and height of the content inside the node. This may be larger than the size of the node in the case of overflowing content and is useful for computing a “scroll width/height” for scrollable nodes.
scrollbar_size: Vec2The size of the scrollbars in each dimension. If there is no scrollbar then the size will be zero.
border: BorderThe size of the borders of the node.
padding: BorderThe size of the padding of the node.
margin: BorderThe size of the margin of the node.
Trait Implementations§
Source§impl Clone for ComputedUi
impl Clone for ComputedUi
Source§fn clone(&self) -> ComputedUi
fn clone(&self) -> ComputedUi
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for ComputedUi
Required Components: [IntermediateUi], [UiCache].
impl Component for ComputedUi
Required Components: [IntermediateUi], [UiCache].
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
ComponentHooks.Source§impl Default for ComputedUi
impl Default for ComputedUi
Source§fn default() -> ComputedUi
fn default() -> ComputedUi
impl Copy for ComputedUi
Auto Trait Implementations§
impl Freeze for ComputedUi
impl RefUnwindSafe for ComputedUi
impl Send for ComputedUi
impl Sync for ComputedUi
impl Unpin for ComputedUi
impl UnwindSafe for ComputedUi
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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fn borrow_mut(&mut self) -> &mut T
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C: Component,
impl<C> Bundle for Cwhere
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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
Source§fn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Bundle.Source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
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