Struct bevy::prelude::MaterialNodeBundle
source · pub struct MaterialNodeBundle<M>where
M: UiMaterial,{
pub node: Node,
pub style: Style,
pub material: Handle<M>,
pub focus_policy: FocusPolicy,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub z_index: ZIndex,
}Expand description
A UI node that is rendered using a UiMaterial
Adding a BackgroundColor component to an entity with this bundle will ignore the custom
material and use the background color instead.
Fields§
§node: NodeDescribes the logical size of the node
style: StyleStyles which control the layout (size and position) of the node and its children In some cases these styles also affect how the node drawn/painted.
material: Handle<M>The UiMaterial used to render the node.
focus_policy: FocusPolicyWhether this node should block interaction with lower nodes
transform: TransformThe transform of the node
This field is automatically managed by the UI layout system.
To alter the position of the NodeBundle, use the properties of the Style component.
global_transform: GlobalTransformThe global transform of the node
This field is automatically managed by the UI layout system.
To alter the position of the NodeBundle, use the properties of the Style component.
visibility: VisibilityDescribes the visibility properties of the node
inherited_visibility: InheritedVisibilityInherited visibility of an entity.
view_visibility: ViewVisibilityAlgorithmically-computed indication of whether an entity is visible and should be extracted for rendering
z_index: ZIndexIndicates the depth at which the node should appear in the UI
Trait Implementations§
source§impl<M> Bundle for MaterialNodeBundle<M>where
M: UiMaterial,
impl<M> Bundle for MaterialNodeBundle<M>where
M: UiMaterial,
source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>)
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>) )
source§impl<M> Clone for MaterialNodeBundle<M>where
M: Clone + UiMaterial,
impl<M> Clone for MaterialNodeBundle<M>where
M: Clone + UiMaterial,
source§fn clone(&self) -> MaterialNodeBundle<M>
fn clone(&self) -> MaterialNodeBundle<M>
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl<M> Debug for MaterialNodeBundle<M>where
M: Debug + UiMaterial,
impl<M> Debug for MaterialNodeBundle<M>where
M: Debug + UiMaterial,
source§impl<M> Default for MaterialNodeBundle<M>where
M: UiMaterial,
impl<M> Default for MaterialNodeBundle<M>where
M: UiMaterial,
source§fn default() -> MaterialNodeBundle<M>
fn default() -> MaterialNodeBundle<M>
impl<M> DynamicBundle for MaterialNodeBundle<M>where
M: UiMaterial,
Auto Trait Implementations§
impl<M> Freeze for MaterialNodeBundle<M>
impl<M> !RefUnwindSafe for MaterialNodeBundle<M>
impl<M> Send for MaterialNodeBundle<M>
impl<M> Sync for MaterialNodeBundle<M>
impl<M> Unpin for MaterialNodeBundle<M>
impl<M> !UnwindSafe for MaterialNodeBundle<M>
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self using data from the given World.