Struct ComputedUi

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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.

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§order: u32

The 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: Vec2

The width and height of the node.

§content_size: Vec2

The 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: Vec2

The size of the scrollbars in each dimension. If there is no scrollbar then the size will be zero.

§border: Border

The size of the borders of the node.

§padding: Border

The size of the padding of the node.

§margin: Border

The size of the margin of the node.

Trait Implementations§

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impl Clone for ComputedUi

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fn clone(&self) -> ComputedUi

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for ComputedUi
where Self: Send + Sync + 'static,

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.

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )

Registers required components.
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fn register_component_hooks(hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Default for ComputedUi

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fn default() -> ComputedUi

Returns the “default value” for a type. Read more
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impl Copy for ComputedUi

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )

Registers components that are required by the components in this Bundle.
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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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fn downcast(&self) -> &T

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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.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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impl<C> DynamicBundle for C
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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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Returns the argument unchanged.

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