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Functions525 in github.com/aclysma/minimum

↓ 36 callersMethodbuild
(self)
minimum-editor/src/select.rs:174
↓ 35 callersMethodadd_line
Input here is world space
minimum-editor/src/resources/editor_draw_2d.rs:113
↓ 26 callersMethodinto
(self)
minimum-math/src/math.rs:36
↓ 22 callersMethodposition
(&self)
minimum-transform/src/components/transform.rs:101
↓ 20 callersMethodcomponents_by_uuid
(&self)
minimum-kernel/src/component_registry.rs:105
↓ 16 callersMethodbuild
(mut self)
examples/example-sdl2/src/systems/mod.rs:46
↓ 16 callersMethodclear
Recommended to call every frame to ensure that this doesn't grow unbounded
minimum-game/src/resources/debug_draw_2d.rs:112
↓ 15 callersMethodalways
( mut self, f: F, )
examples/example-winit/src/systems/mod.rs:51
↓ 15 callersMethodalways
( mut self, f: F, )
examples/example-sdl2/src/systems/mod.rs:50
↓ 15 callersFunctionray_ray_intersect_3d
( r0: NormalizedRay, r1: NormalizedRay, t0_max: f32, t1_max: f32, )
minimum-math/src/functions.rs:169
↓ 14 callersMethodworld_mut
(&mut self)
minimum-editor/src/resources/editor_state.rs:1076
↓ 13 callersMethodget
( &self, handle: &T, )
minimum-kernel/src/asset_storage.rs:164
↓ 11 callersMethodcopy_clone_impl
(&self)
minimum-kernel/src/component_registry.rs:109
↓ 10 callersMethodinit
( &mut self, world: &mut World, resources: &mut Resources, window: &dyn Window
examples/example-winit/src/lib.rs:132
↓ 9 callersMethodbuild
(mut self)
examples/example-winit/src/systems/mod.rs:47
↓ 9 callersFunctioncreate_default_asset_daemon
()
minimum/src/daemon.rs:39
↓ 8 callersMethodauto_register_components
(mut self)
minimum-kernel/src/component_registry.rs:29
↓ 8 callersMethodis_shape_drag_just_finished
( &self, mouse_button: MouseButton, )
minimum-editor/src/resources/editor_draw_2d.rs:443
↓ 8 callersMethodkeybinds
(&self)
minimum-editor/src/resources/editor_settings.rs:25
↓ 7 callersMethodalways_thread_local
( mut self, f: F, )
examples/example-winit/src/systems/mod.rs:90
↓ 7 callersMethodalways_thread_local
( mut self, f: F, )
examples/example-sdl2/src/systems/mod.rs:89
↓ 7 callersMethodcomponents
(&self)
minimum-kernel/src/component_registry.rs:101
↓ 7 callersMethodinto
(self)
contrib/minimum-sdl2/src/input.rs:22
↓ 7 callersMethodis_entity_selected
( &self, entity: Entity, )
minimum-editor/src/resources/editor_selection.rs:100
↓ 7 callersFunctionvec3_glam_to_glm
(value: glam::Vec3)
minimum-math/src/na_convert.rs:7
↓ 7 callersMethodviewport_space_to_ray
( &self, viewport_position: glam::Vec2, )
minimum-game/src/resources/viewport.rs:147
↓ 6 callersMethodadd_circle_xy
Takes an X/Y axis pair and center position
minimum-game/src/resources/debug_draw_3d.rs:76
↓ 6 callersFunctioncook_prefab
( asset_manager: &mut AssetResource, registered_components: &HashMap<ComponentTypeId, ComponentRegistr
minimum-kernel/src/prefab_cooking.rs:17
↓ 6 callersMethodcooked_prefab
(&self)
minimum-editor/src/resources/editor_state.rs:142
↓ 6 callersMethodis_key_down
Returns true if the given key is down
minimum-game/src/input.rs:100
↓ 6 callersMethodis_simulation_paused
(&self)
minimum-game/src/resources/time.rs:66
↓ 6 callersMethodloader
(&self)
minimum-kernel/src/resources/asset.rs:96
↓ 6 callersFunctionpoint_segment_intersect_2d
( test_point: glam::Vec2, p0: glam::Vec2, p1: glam::Vec2, )
minimum-math/src/functions.rs:19
↓ 6 callersMethodscale
Get the uniform and non-uniform scale factors combined
minimum-transform/src/components/transform.rs:152
↓ 6 callersMethodshape_drag_in_progress_or_just_finished
( &self, mouse_button: MouseButton, )
minimum-editor/src/resources/editor_draw_2d.rs:466
↓ 6 callersMethodstorage
(&self)
minimum-kernel/src/resources/asset.rs:100
↓ 6 callersMethodupdate
Writes data to the world without an undo step. The transaction can be cancelled to return the world to the state when the transaction began.
minimum-editor/src/resources/editor_state.rs:1082
↓ 5 callersMethodapply_diff
( world: &mut World, resources: &Resources, diffs: &WorldDiff, post_commit_sel
minimum-editor/src/resources/editor_state.rs:843
↓ 5 callersMethodcommit
Commits the transaction, writing an undo step
minimum-editor/src/resources/editor_state.rs:1100
↓ 5 callersMethoddrawable_size
(&self)
contrib/minimum-sdl2/src/resources/sdl2_window.rs:36
↓ 5 callersMethodinto
(self)
contrib/minimum-winit/src/input.rs:21
↓ 5 callersMethodmouse_drag_in_progress
Returns the mouse drag state if a drag is in process, otherwise None.
minimum-game/src/input.rs:270
↓ 5 callersMethodrotation_quat
Get the world-space rotation
minimum-transform/src/components/transform.rs:110
↓ 5 callersMethoduniform_scale
Get the uniform scaling factor
minimum-transform/src/components/transform.rs:135
↓ 5 callersMethodviewport_space_to_segment
( &self, viewport_position: glam::Vec2, )
minimum-game/src/resources/viewport.rs:137
↓ 4 callersMethodadd_line_loop
( &mut self, mut points: Vec<glam::Vec2>, color: glam::Vec4, )
minimum-game/src/resources/debug_draw_2d.rs:36
↓ 4 callersMethodadd_line_strip
( &mut self, points: Vec<glam::Vec3>, color: glam::Vec4, depth_behavior: Debug
minimum-game/src/resources/debug_draw_3d.rs:37
↓ 4 callersMethodcreate_transaction_from_selected
( &self, selection_resources: &EditorSelectionResource, component_registry: &Component
minimum-editor/src/resources/editor_state.rs:1006
↓ 4 callersMethodenqueue_set_active_editor_tool
( &mut self, editor_tool: EditorTool, )
minimum-editor/src/resources/editor_state.rs:505
↓ 4 callersMethodget_closest_shape
test_position is ui space, the shapes we keep are in world space TODO: Consider converting to ui space immediately
minimum-editor/src/resources/editor_draw_2d.rs:157
↓ 4 callersMethodget_closest_shape
( &self, mouse_position: glam::Vec2, viewport: &ViewportResource, )
minimum-editor/src/resources/editor_draw_3d.rs:282
↓ 4 callersMethodgizmo_transaction_mut
(&mut self)
minimum-editor/src/resources/editor_state.rs:280
↓ 4 callersMethodis_key_just_down
Returns true if the key went down during this frame
minimum-game/src/input.rs:112
↓ 4 callersMethodmouse_drag_just_finished
Returns information about a mouse drag if it just completed, otherwise None
minimum-game/src/input.rs:294
↓ 4 callersMethodopened_prefab
(&self)
minimum-editor/src/resources/editor_state.rs:248
↓ 4 callersMethodproject_mouse_to_world
( &self, mouse_ray: NormalizedRay, )
minimum-editor/src/resources/editor_draw_3d.rs:77
↓ 4 callersFunctionquat_glam_to_glm
(value: glam::Quat)
minimum-math/src/na_convert.rs:36
↓ 4 callersFunctionrender_row
( ui: &imgui::Ui, label: &'static str, axis: &glam::Vec4, )
minimum-math/src/matrix.rs:49
↓ 4 callersFunctionrender_row_mut
( ui: &imgui::Ui, label: &'static str, data: &mut [&mut Mat4], get_axis_fn: GetF, set_axis
minimum-math/src/matrix.rs:64
↓ 4 callersMethodselected_entities
(&self)
minimum-editor/src/resources/editor_selection.rs:61
↓ 4 callersMethodset_simulation_time_paused
( &mut self, paused: bool, reason: SimulationTimePauseReason, )
minimum-game/src/resources/time.rs:44
↓ 4 callersMethodtake_line_lists
Returns the draw data, leaving this object in an empty state
minimum-game/src/resources/debug_draw_2d.rs:107
↓ 4 callersMethodtx
(&self)
minimum-kernel/src/resources/asset.rs:104
↓ 4 callersFunctionupdate_viewport
( viewport: &mut ViewportResource, viewport_size_in_pixels: glam::Vec2, camera_position: glam::Vec
examples/example-shared/src/viewport.rs:59
↓ 4 callersMethodviewport_space_to_world_space
In: pixel coordinates within the viewport. Top left: (0, 0) Bottom right: self.size_in_pixels Out: Position in world space. If clip range = 0 it will
minimum-game/src/resources/viewport.rs:118
↓ 4 callersMethodxy
(&self)
minimum-math/src/math.rs:117
↓ 3 callersMethodactive_editor_tool
(&self)
minimum-editor/src/resources/editor_state.rs:465
↓ 3 callersMethoddraw
( &mut self, world: &mut World, resources: &mut Resources, )
examples/example-winit/src/lib.rs:212
↓ 3 callersMethodenqueue_add_to_selection
( &mut self, entities: Vec<Entity>, )
minimum-editor/src/resources/editor_selection.rs:69
↓ 3 callersMethodenqueue_diffs
( &mut self, diffs: TransactionDiffs, commit_changes: bool, post_commit_select
minimum-editor/src/resources/editor_state.rs:691
↓ 3 callersMethodenqueue_remove_from_selection
( &mut self, entities: Vec<Entity>, )
minimum-editor/src/resources/editor_selection.rs:77
↓ 3 callersMethodenqueue_set_selection
( &mut self, selected_entities: Vec<Entity>, )
minimum-editor/src/resources/editor_selection.rs:91
↓ 3 callersMethodenqueue_terminate_process
Direct the application to terminate at the end of the next frame
minimum-game/src/resources/app_control.rs:12
↓ 3 callersMethodfatal_error
( &mut self, error: &app::AppError, )
examples/example-winit/src/lib.rs:222
↓ 3 callersFunctionimgui_menu_tool_button
( ui: &imgui::Ui, editor_state: &mut EditorStateResource, editor_tool: EditorTool, string: &'s
minimum-editor/src/systems/main_menu.rs:10
↓ 3 callersMethodinner_size
(&self)
contrib/minimum-winit/src/resources/winit_window.rs:22
↓ 3 callersMethodis_editor_active
(&self)
minimum-editor/src/resources/editor_state.rs:252
↓ 3 callersFunctionlinear_to_gamma
(value: f32)
contrib/minimum-sdl2/src/imgui.rs:189
↓ 3 callersMethodmouse_button_just_clicked_position
Returns the position the button was just clicked at, otherwise None. "Clicked" means the button went down and came back up without being moved much. I
minimum-game/src/input.rs:221
↓ 3 callersFunctionray_intersect_internal
( p0: glam::Vec3, d0: glam::Vec3, t0_min: f32, t0_max: f32, p1: glam::Vec3, d1: glam::
minimum-math/src/functions.rs:220
↓ 3 callersMethodrestore_selected_uuids
( &mut self, selection_resource: &mut EditorSelectionResource, selected_uuids: &HashSe
minimum-editor/src/resources/editor_state.rs:625
↓ 3 callersMethodsave
( &mut self, component_registry: &ComponentRegistry, asset_resource: &AssetResource,
minimum-editor/src/resources/editor_state.rs:941
↓ 3 callersMethodtype_name
(&self)
minimum-kernel/src/asset_storage.rs:469
↓ 3 callersMethoduuid
(&self)
minimum-editor/src/resources/editor_state.rs:154
↓ 3 callersFunctionvec2_glam_to_glm
(value: glam::Vec2)
minimum-math/src/na_convert.rs:3
↓ 3 callersMethodviewport_space_to_normalized_space
In: pixel coordinates within the viewport. Top left: (0, 0) Bottom right: self.size_in_pixels Out: the normalized device coordinates. Top left: (-1, -
minimum-game/src/resources/viewport.rs:107
↓ 3 callersMethodwith_context
Allows access to the context without caller needing to be aware of locking
contrib/minimum-sdl2/src/imgui.rs:121
↓ 3 callersMethodwith_ui
Allows access to the ui without the caller needing to be aware of locking. A frame must be started
minimum-game/src/imgui.rs:244
↓ 3 callersMethodworld
(&self)
minimum-editor/src/resources/editor_state.rs:1072
↓ 3 callersMethodworld_space_to_normalized_space_internal
( &self, world_position: glam::Vec3, )
minimum-game/src/resources/viewport.rs:201
↓ 2 callersMethodadd_circle_outline
Input here is world space
minimum-editor/src/resources/editor_draw_2d.rs:133
↓ 2 callersMethodadd_line_strip
Adds a single polygon
minimum-game/src/resources/debug_draw_2d.rs:25
↓ 2 callersMethodbegin_draw_context
( &mut self, canvas: &mut skia_safe::Canvas, coordinate_system_helper: skulpin::Coordi
contrib/minimum-skulpin/src/resources/canvas_draw.rs:18
↓ 2 callersMethodbegin_frame
Start a new frame
minimum-game/src/imgui.rs:181
↓ 2 callersMethodcreate_empty_editor_selection_world
(&self)
minimum-editor/src/select.rs:186
↓ 2 callersMethodcurrent_instant
`std::time::Instant` object captured at the start of the most recent update
minimum-game/src/resources/time.rs:167
↓ 2 callersMethoddo_update
( &mut self, asset_resource: &AssetResource, editor_state: &mut EditorStateResource,
minimum-editor/src/resources/editor_state.rs:1137
↓ 2 callersMethodeditor_selection_world
(&mut self)
minimum-editor/src/resources/editor_selection.rs:57
↓ 2 callersMethodend_draw_context
(&mut self)
contrib/minimum-skulpin/src/resources/canvas_draw.rs:30
↓ 2 callersMethodenqueue_reset
(&mut self)
minimum-editor/src/resources/editor_state.rs:481
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