re_viewport_blueprint

Struct ViewProperty

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pub struct ViewProperty {
    pub blueprint_store_path: EntityPath,
    /* private fields */
}
Expand description

Utility for querying view properties.

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§blueprint_store_path: EntityPath

Entity path in the blueprint store where all components of this view property archetype are stored.

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impl ViewProperty

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pub fn from_archetype<A: Archetype>( blueprint_db: &EntityDb, blueprint_query: &LatestAtQuery, view_id: SpaceViewId, ) -> Self

Query a specific view property for a given view.

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pub fn component_or_fallback<C: Component + Default>( &self, ctx: &ViewerContext<'_>, fallback_provider: &dyn ComponentFallbackProvider, view_state: &dyn SpaceViewState, ) -> Result<C, ViewPropertyQueryError>

Get the value of a specific component or its fallback if the component is not present.

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pub fn component_array_or_fallback<C: Component + Default>( &self, ctx: &ViewerContext<'_>, fallback_provider: &dyn ComponentFallbackProvider, view_state: &dyn SpaceViewState, ) -> Result<Vec<C>, ViewPropertyQueryError>

Get the component array for a given type or its fallback if the component is not present or empty.

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pub fn component_or_empty<C: Component>( &self, ) -> Result<Option<C>, DeserializationError>

Get a single component or None, not using any fallbacks.

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pub fn component_array<C: Component>( &self, ) -> Result<Option<Vec<C>>, DeserializationError>

Get the component array for a given type, not using any fallbacks.

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pub fn component_array_or_empty<C: Component>( &self, ) -> Result<Vec<C>, DeserializationError>

Get the component array for a given type or an empty array, not using any fallbacks.

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pub fn component_row_id(&self, component_name: ComponentName) -> Option<RowId>

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pub fn component_raw( &self, component_name: ComponentName, ) -> Option<Box<dyn Array>>

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pub fn save_blueprint_component( &self, ctx: &ViewerContext<'_>, components: &dyn ComponentBatch, )

Save change to a blueprint component.

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pub fn clear_blueprint_component<C: Component>(&self, ctx: &ViewerContext<'_>)

Clears a blueprint component.

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pub fn reset_blueprint_component<C: Component>(&self, ctx: &ViewerContext<'_>)

Resets a blueprint component to the value it had in the default blueprint.

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pub fn reset_all_components(&self, ctx: &ViewerContext<'_>)

Resets all components to the values they had in the default blueprint.

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pub fn reset_all_components_to_empty(&self, ctx: &ViewerContext<'_>)

Resets all components to empty values, i.e. the fallback.

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pub fn any_non_empty(&self) -> bool

Returns whether any property is non-empty.

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pub fn query_context<'a>( &'a self, viewer_ctx: &'a ViewerContext<'_>, view_state: &'a dyn SpaceViewState, ) -> QueryContext<'a>

Create a query context for this view property.

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