pub struct RenderEntityMap {
pub rect: HashMap<Entity, Entity>,
pub text: HashMap<Entity, Entity>,
pub shadow: HashMap<Entity, Vec<Entity>>,
pub outline: HashMap<Entity, Entity>,
pub border: HashMap<Entity, Entity>,
pub image: HashMap<Entity, Entity>,
pub svg: HashMap<Entity, Entity>,
pub clip: HashMap<Entity, Entity>,
pub scrollbar: HashMap<Entity, Entity>,
}Expand description
Persistent map from a main-world entity to its render-world entity for each Extracted* type.
Upserting extracts read the prior map, update render entities in place, and write the new map back; legacy despawn-and-respawn extracts leave their slot untouched.
Fields§
§rect: HashMap<Entity, Entity>main_entity -> render_entity for ExtractedRect.
text: HashMap<Entity, Entity>main_entity -> render_entity for ExtractedText.
shadow: HashMap<Entity, Vec<Entity>>main_entity -> Vec<render_entity> for ExtractedShadow; one main entity can carry multiple stacked shadows.
outline: HashMap<Entity, Entity>main_entity -> render_entity for ExtractedOutline.
border: HashMap<Entity, Entity>main_entity -> render_entity for ExtractedBorder.
image: HashMap<Entity, Entity>main_entity -> render_entity for ExtractedImage.
svg: HashMap<Entity, Entity>main_entity -> render_entity for lumen_assets::ExtractedSvg. Stores only Entity ids so the core crate avoids a vello dependency.
clip: HashMap<Entity, Entity>main_entity -> render_entity for ExtractedClipBox; one entry per scrollable or overflow-hidden container.
scrollbar: HashMap<Entity, Entity>main_entity -> render_entity for ExtractedScrollbar; one
entry per scroll container with visible overlay bars.
Trait Implementations§
Source§impl Component for RenderEntityMap
impl Component for RenderEntityMap
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
ComponentRelationshipAccessor] required for working with relationships in dynamic contexts. Read more§fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Debug for RenderEntityMap
impl Debug for RenderEntityMap
Source§impl Default for RenderEntityMap
impl Default for RenderEntityMap
Source§fn default() -> RenderEntityMap
fn default() -> RenderEntityMap
impl Resource for RenderEntityMap
Auto Trait Implementations§
impl Freeze for RenderEntityMap
impl RefUnwindSafe for RenderEntityMap
impl Send for RenderEntityMap
impl Sync for RenderEntityMap
impl Unpin for RenderEntityMap
impl UnsafeUnpin for RenderEntityMap
impl UnwindSafe for RenderEntityMap
Blanket Implementations§
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
§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self using default().