Struct bevy::ui::ExtractedUiNode
source · pub struct ExtractedUiNode {Show 13 fields
pub stack_index: u32,
pub transform: Mat4,
pub color: LinearRgba,
pub rect: Rect,
pub image: AssetId<Image>,
pub atlas_size: Option<Vec2>,
pub clip: Option<Rect>,
pub flip_x: bool,
pub flip_y: bool,
pub camera_entity: Entity,
pub border_radius: [f32; 4],
pub border: [f32; 4],
pub node_type: NodeType,
}Fields§
§stack_index: u32§transform: Mat4§color: LinearRgba§rect: Rect§image: AssetId<Image>§atlas_size: Option<Vec2>§clip: Option<Rect>§flip_x: bool§flip_y: bool§camera_entity: Entity§border_radius: [f32; 4]Border radius of the UI node. Ordering: top left, top right, bottom right, bottom left.
border: [f32; 4]Border thickness of the UI node. Ordering: left, top, right, bottom.
node_type: NodeTypeAuto Trait Implementations§
impl Freeze for ExtractedUiNode
impl RefUnwindSafe for ExtractedUiNode
impl Send for ExtractedUiNode
impl Sync for ExtractedUiNode
impl Unpin for ExtractedUiNode
impl UnwindSafe for ExtractedUiNode
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
Return the
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
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source§impl<T> Downcast for Twhere
T: Any,
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