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SceneTreePanel

Struct SceneTreePanel 

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pub struct SceneTreePanel {
    state: Arc<Mutex<EditorState>>,
    theme: UiTheme,
    scroll: ScrollState,
    collapsed: HashSet<EntityId>,
    rename_focused: bool,
}

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§state: Arc<Mutex<EditorState>>§theme: UiTheme§scroll: ScrollState

How far the entity list is scrolled.

§collapsed: HashSet<EntityId>

Entities whose subtree is folded away.

Stored as the exception — collapsed rather than expanded — so a freshly loaded scene shows its whole hierarchy, and a newly spawned child appears without the user having to open anything.

§rename_focused: bool

Whether the rename field already took focus for the current rename, so it is requested once rather than every frame (which would trap it).

Implementations§

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impl SceneTreePanel

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pub fn new(state: Arc<Mutex<EditorState>>, theme: UiTheme) -> Self

Trait Implementations§

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impl EditorPanel for SceneTreePanel

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fn id(&self) -> &str

Unique identifier (used for dock serialization and lookup).
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fn title(&self) -> &str

Human-readable title shown in the tab / panel header.
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fn preferred_size(&self) -> Option<f32>

Preferred size hint, in logical points. Read more
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fn ui(&mut self, ui: &mut dyn UiBuilder)

Build the panel contents for the current frame.

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> AppLifecycle for T
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fn on_start(&mut self, ctx: &mut dyn AppContext)

Called once after the backend is up but before the first update. Apps install their theme / fonts here.
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fn on_exit(&mut self)

Called once when the window is closing. Persist state here.
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