pub struct ViewportPanel {
handle: ViewportTextureHandle,
state: Arc<Mutex<EditorState>>,
camera: Arc<Mutex<EditorCamera>>,
theme: UiTheme,
}Fields§
§handle: ViewportTextureHandle§state: Arc<Mutex<EditorState>>§camera: Arc<Mutex<EditorCamera>>§theme: UiThemeImplementations§
Source§impl ViewportPanel
impl ViewportPanel
pub fn new( handle: ViewportTextureHandle, state: Arc<Mutex<EditorState>>, camera: Arc<Mutex<EditorCamera>>, theme: UiTheme, ) -> Self
fn has_camera_node(nodes: &[SceneNode]) -> bool
fn paint_camera_preview( &self, ui: &mut dyn UiBuilder, viewport_min: [f32; 2], viewport_size: [f32; 2], )
fn paint_axis_gizmo( &self, ui: &mut dyn UiBuilder, viewport_min: [f32; 2], viewport_size: [f32; 2], )
Source§impl ViewportPanel
impl ViewportPanel
fn paint_tool_pill(&self, ui: &mut dyn UiBuilder, viewport_min: [f32; 2])
Sourcefn paint_transport_pill(
&self,
ui: &mut dyn UiBuilder,
viewport_min: [f32; 2],
viewport_size: [f32; 2],
)
fn paint_transport_pill( &self, ui: &mut dyn UiBuilder, viewport_min: [f32; 2], viewport_size: [f32; 2], )
The transport — play, pause, stop — floating at the bottom centre.
Each button’s state is derived from PlayMode, so the control always
tells the truth about what the engine is doing: a disabled Stop while
editing means there is genuinely nothing to stop. Buttons that cannot
act are dimmed and swallow their clicks rather than silently no-op.
fn paint_stats_card( &self, ui: &mut dyn UiBuilder, viewport_min: [f32; 2], viewport_size: [f32; 2], )
fn paint_play_mode_indicator( &self, ui: &mut dyn UiBuilder, viewport_min: [f32; 2], viewport_size: [f32; 2], )
Sourcefn dispatch_asset_drop(
&self,
ui: &dyn UiBuilder,
entry: &AssetEntry,
viewport_min: [f32; 2],
viewport_size: [f32; 2],
)
fn dispatch_asset_drop( &self, ui: &dyn UiBuilder, entry: &AssetEntry, viewport_min: [f32; 2], viewport_size: [f32; 2], )
Routes a dropped asset by its declared type. Prefabs/scenes spawn or load; a mesh materialises at the unprojected drop point; a texture or material is assigned to the current selection.
Sourcefn compute_drop_point(
&self,
ui: &dyn UiBuilder,
viewport_min: [f32; 2],
viewport_size: [f32; 2],
) -> [f32; 3]
fn compute_drop_point( &self, ui: &dyn UiBuilder, viewport_min: [f32; 2], viewport_size: [f32; 2], ) -> [f32; 3]
Unprojects the drop point onto the ground plane (y = 0). Falls back to
a fixed distance along the ray when the ray is parallel to the ground or
the pointer position is unavailable (uses the viewport centre then).
fn paint_diamond_watermark( &self, ui: &mut dyn UiBuilder, viewport_min: [f32; 2], viewport_size: [f32; 2], )
Trait Implementations§
Source§impl EditorPanel for ViewportPanel
impl EditorPanel for ViewportPanel
§fn preferred_size(&self) -> Option<f32>
fn preferred_size(&self) -> Option<f32>
Preferred size hint, in logical points. Read more
Auto Trait Implementations§
impl Freeze for ViewportPanel
impl RefUnwindSafe for ViewportPanel
impl Send for ViewportPanel
impl Sync for ViewportPanel
impl Unpin for ViewportPanel
impl UnsafeUnpin for ViewportPanel
impl UnwindSafe for ViewportPanel
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