Struct rerun::external::re_viewport::Viewport
source · pub struct Viewport<'a, 'b> {
pub blueprint: &'a ViewportBlueprint,
pub state: &'b mut ViewportState,
pub tree: Tree<BlueprintId<SpaceViewIdRegistry>>,
pub tree_edited: bool,
/* private fields */
}
Expand description
Defines the layout of the Viewport
Fields§
§blueprint: &'a ViewportBlueprint
The blueprint that drives this viewport. This is the source of truth from the store for this frame.
state: &'b mut ViewportState
The persistent state of the viewport that is not saved to the store but otherwise persis frame-to-frame.
tree: Tree<BlueprintId<SpaceViewIdRegistry>>
The egui_tiles::Tree
tree that actually manages blueprint layout. This tree needs
to be mutable for things like drag-and-drop and is ultimately saved back to the store.
at the end of the frame if edited.
tree_edited: bool
Should be set to true
whenever a tree modification should be back-ported to the blueprint
store. That should only happen as a result of a user action.
Implementations§
source§impl<'a, 'b> Viewport<'a, 'b>
impl<'a, 'b> Viewport<'a, 'b>
pub fn new( blueprint: &'a ViewportBlueprint, state: &'b mut ViewportState, space_view_class_registry: &SpaceViewClassRegistry, tree_action_receiver: Receiver<TreeAction>, tree_action_sender: Sender<TreeAction> ) -> Viewport<'a, 'b>
pub fn show_add_remove_entities_modal( &mut self, space_view_id: BlueprintId<SpaceViewIdRegistry> )
pub fn show_add_space_view_or_container_modal( &mut self, target_container: BlueprintId<ContainerIdRegistry> )
pub fn viewport_ui(&mut self, ui: &mut Ui, ctx: &'a ViewerContext<'_>)
pub fn on_frame_start(&mut self, ctx: &ViewerContext<'_>)
sourcepub fn update_and_sync_tile_tree_to_blueprint(self, ctx: &ViewerContext<'_>)
pub fn update_and_sync_tile_tree_to_blueprint(self, ctx: &ViewerContext<'_>)
Process any deferred TreeActions
and then sync to blueprint
sourcepub fn is_item_valid(
&self,
store_context: &StoreContext<'_>,
item: &Item
) -> bool
pub fn is_item_valid( &self, store_context: &StoreContext<'_>, item: &Item ) -> bool
If false
, the item is referring to data that is not present in this blueprint.
Auto Trait Implementations§
impl<'a, 'b> Freeze for Viewport<'a, 'b>
impl<'a, 'b> !RefUnwindSafe for Viewport<'a, 'b>
impl<'a, 'b> !Send for Viewport<'a, 'b>
impl<'a, 'b> !Sync for Viewport<'a, 'b>
impl<'a, 'b> Unpin for Viewport<'a, 'b>
impl<'a, 'b> !UnwindSafe for Viewport<'a, 'b>
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