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Functions525 in github.com/aclysma/minimum

↓ 2 callersMethodget_selected_uuids
( &mut self, selection_resource: &EditorSelectionResource, )
minimum-editor/src/resources/editor_state.rs:580
↓ 2 callersMethodhandle_deletes
(&mut self)
contrib/minimum-nphysics2d/src/resources/physics.rs:50
↓ 2 callersMethodhandle_event
Call when a winit event is received TODO: Taking a lock per event sucks
contrib/minimum-sdl2/src/imgui.rs:70
↓ 2 callersFunctionhandle_keyboard_event
( input_state: &mut InputState, keycode: &Option<Keycode>, button_state: minimum_input::ButtonStat
contrib/minimum-sdl2/src/input.rs:95
↓ 2 callersMethodhandle_keyboard_event
Call when a key event occurs
minimum-game/src/input.rs:346
↓ 2 callersFunctionhandle_mouse_button_event
( input_state: &mut InputState, mouse_btn: &MouseButton, button_state: minimum_input::ButtonState,
contrib/minimum-sdl2/src/input.rs:87
↓ 2 callersMethodhandle_mouse_button_event
Call when a mouse button event occurs
minimum-game/src/input.rs:368
↓ 2 callersMethodhandle_mouse_move_event
Call when a mouse move occurs
minimum-game/src/input.rs:416
↓ 2 callersMethodhandle_mouse_wheel_event
( &mut self, delta: MouseScrollDelta, )
minimum-game/src/input.rs:473
↓ 2 callersMethodimgui_manager
(&self)
contrib/minimum-sdl2/src/imgui.rs:25
↓ 2 callersMethodinput_state
(&self)
minimum-game/src/resources/input.rs:17
↓ 2 callersMethodinput_state_mut
(&mut self)
minimum-game/src/resources/input.rs:21
↓ 2 callersMethodis_shape_drag_just_finished
( &self, mouse_button: MouseButton, )
minimum-editor/src/resources/editor_draw_3d.rs:663
↓ 2 callersMethodmouse_button_went_down_position
Returns the position the button went down at previously. This could have been some time ago.
minimum-game/src/input.rs:233
↓ 2 callersMethodmouse_button_went_up_position
Returns the position the button went up at previously. This could have been some time ago.
minimum-game/src/input.rs:245
↓ 2 callersMethodmouse_position
Get the current mouse position
minimum-game/src/input.rs:136
↓ 2 callersFunctionnormal_to_xy
(normal: glam::Vec3)
minimum-math/src/functions.rs:1
↓ 2 callersMethodnormalized_space_to_viewport_space
In: the normalized device coordinates. Top left: (-1, -1) Bottom right: (1, 1) Out: pixel coordinates within the viewport. Top left: (0, 0) Bottom rig
minimum-game/src/resources/viewport.rs:95
↓ 2 callersMethodpause
( &mut self, time_state: &mut TimeResource, )
minimum-editor/src/resources/editor_state.rs:292
↓ 2 callersMethodplay
( &mut self, time_state: &mut TimeResource, )
minimum-editor/src/resources/editor_state.rs:284
↓ 2 callersMethodprocess_selection_ops
( &mut self, _editor_state: &mut EditorStateResource, _world: &mut World, )
minimum-editor/src/resources/editor_selection.rs:107
↓ 2 callersMethodrender
(&self)
minimum-game/src/imgui.rs:216
↓ 2 callersMethodreset_simulation_time
(&mut self)
minimum-game/src/resources/time.rs:61
↓ 2 callersFunctionrun
()
examples/example-sdl2/src/lib.rs:41
↓ 2 callersMethodrun
Runs the app. This is called by `AppBuilder::run`. This does not return because winit does not return. For consistency, we use the fatal_error() callb
examples/example-winit/src/app.rs:98
↓ 2 callersMethodshould_terminate_process
Returns true iff `enqueue_terminate_process` is called, indicating that the app should terminate
minimum-game/src/resources/app_control.rs:17
↓ 2 callersFunctionsign_aware_magnitude
(v: glam::Vec2)
minimum-editor/src/systems/gizmos_2d.rs:284
↓ 2 callersFunctionsign_aware_magnitude
(v: glam::Vec3)
minimum-editor/src/systems/gizmos_3d.rs:377
↓ 2 callersMethodspawn_clone_impl
( &'a self, resources: &'b Resources, entity_map: &'c HashMap<Entity, Entity, EntityHa
minimum-kernel/src/component_registry.rs:113
↓ 2 callersMethodsys_font_atlas_texture
(&self)
minimum-game/src/imgui.rs:277
↓ 2 callersFunctiontransform_shape_to_rigid_body
( physics: &mut PhysicsResource, src_transform: Option<&TransformComponentDef>, shape_handle: Shap
contrib/minimum-nphysics2d/src/components/physics.rs:60
↓ 2 callersMethodupdate
Call every frame to capture time passing and update values
minimum-game/src/resources/time.rs:138
↓ 2 callersMethodwindow_options
(&self)
minimum-editor/src/resources/editor_state.rs:260
↓ 2 callersMethodwindow_options_mut
(&mut self)
minimum-editor/src/resources/editor_state.rs:268
↓ 2 callersMethodwith_canvas
( &mut self, f: F, )
contrib/minimum-skulpin/src/resources/canvas_draw.rs:35
↓ 2 callersMethodwith_context
( &self, f: F, )
contrib/minimum-winit/src/imgui.rs:113
↓ 2 callersMethodwith_context
Allows access to the context without caller needing to be aware of locking
minimum-game/src/imgui.rs:233
↓ 2 callersMethodworld_space_to_viewport_space
In: Position in world space. Out: pixel coordinates within the viewport. Top left: (0, 0) Bottom right: self.size_in_pixels
minimum-game/src/resources/viewport.rs:220
↓ 2 callersMethodworld_space_ui_multiplier
I'm sure there's a much better way to do this, but it looks good and is consistent across FOV unlike just using distance. I'm not even sure exactly wh
minimum-game/src/resources/viewport.rs:240
↓ 2 callersMethodworld_to_prefab_mappings
(&self)
minimum-editor/src/resources/editor_state.rs:150
↓ 1 callersMethodadd_aabb
( &mut self, aabb: minimum_math::BoundingAabb, color: glam::Vec4, depth_behavi
minimum-game/src/resources/debug_draw_3d.rs:228
↓ 1 callersMethodadd_line_loop
Adds a single polygon
minimum-game/src/resources/debug_draw_3d.rs:51
↓ 1 callersMethodadvance_time
(&mut self)
minimum-game/src/resources/time.rs:70
↓ 1 callersMethodapp_time_context
Get the app time context.
minimum-game/src/resources/time.rs:157
↓ 1 callersFunctionapply_to_cooked_prefab
( mut cooked_prefab: CookedPrefab, component_registry: &ComponentRegistry, entity_uuid: EntityUuid
examples/tutorial/examples/tutorial006_transactions.rs:182
↓ 1 callersFunctionapply_to_prefab
( mut prefab: Prefab, component_registry: &ComponentRegistry, entity_uuid: EntityUuid, diffs:
examples/tutorial/examples/tutorial006_transactions.rs:122
↓ 1 callersFunctioncalculate_screen_space_matrix
this is a virtual coordinate system top-left: (0, 0) bottom-right: (600 * aspect_ratio, 600) where aspect_ratio is window_width / window_height
examples/example-shared/src/viewport.rs:6
↓ 1 callersFunctioncalculate_world_space_proj_matrix
( _viewport_size_in_pixels: glam::Vec2, position: glam::Vec3, view_half_extents: glam::Vec2, )
examples/example-shared/src/viewport.rs:44
↓ 1 callersFunctioncalculate_world_space_view_matrix
this is a virtual coordinate system where h = 600 and w = 600 * aspect_ratio where aspect_ratio is window_width / window_height top-left: (-w/2, -h/2)
examples/example-shared/src/viewport.rs:32
↓ 1 callersMethodclear_undo_history
(&mut self)
minimum-editor/src/resources/editor_state.rs:748
↓ 1 callersMethodcommands
(&self)
minimum-game/src/imgui.rs:58
↓ 1 callersMethodcopy_font_atlas_texture
(&self)
minimum-game/src/imgui.rs:264
↓ 1 callersFunctioncreate_asset_manager
Create the asset manager that has all the required types registered
examples/example-winit/src/lib.rs:49
↓ 1 callersFunctioncreate_asset_manager
Create the asset manager that has all the required types registered
examples/example-sdl2/src/registration.rs:17
↓ 1 callersFunctioncreate_component_registry
()
examples/example-winit/src/lib.rs:55
↓ 1 callersFunctioncreate_component_registry
()
examples/example-sdl2/src/registration.rs:23
↓ 1 callersFunctioncreate_draw_schedule
(criteria: &ScheduleCriteria)
examples/example-winit/src/systems/mod.rs:139
↓ 1 callersFunctioncreate_draw_schedule
(criteria: &ScheduleCriteria)
examples/example-sdl2/src/systems/mod.rs:138
↓ 1 callersFunctioncreate_editor_inspector_registry
()
examples/example-winit/src/lib.rs:75
↓ 1 callersFunctioncreate_editor_inspector_registry
()
examples/example-sdl2/src/registration.rs:43
↓ 1 callersFunctioncreate_editor_selection_registry
()
examples/example-winit/src/lib.rs:66
↓ 1 callersFunctioncreate_editor_selection_registry
()
examples/example-sdl2/src/registration.rs:34
↓ 1 callersMethodcreate_empty_transaction
( &self, component_registry: &ComponentRegistry, )
minimum-editor/src/resources/editor_state.rs:989
↓ 1 callersFunctioncreate_resources
( sdl2_window: &sdl2::video::Window, sdl2_imgui: &Sdl2ImguiManager, )
examples/example-sdl2/src/lib.rs:178
↓ 1 callersFunctioncreate_update_schedule
(criteria: &ScheduleCriteria)
examples/example-winit/src/systems/mod.rs:104
↓ 1 callersFunctioncreate_update_schedule
(criteria: &ScheduleCriteria)
examples/example-sdl2/src/systems/mod.rs:103
↓ 1 callersMethoddelete_body_tx
(&self)
contrib/minimum-nphysics2d/src/resources/physics.rs:46
↓ 1 callersFunctiondeserialize_prefab
( component_registry: &ComponentRegistry, serialized: &str, )
examples/tutorial/examples/tutorial003_save_and_load_prefabs.rs:126
↓ 1 callersFunctiondistance_to_circle_sq
( test_point: glam::Vec2, center: glam::Vec2, radius: f32, )
minimum-math/src/functions.rs:73
↓ 1 callersMethoddo_update
(&mut self)
minimum-kernel/src/resources/asset.rs:82
↓ 1 callersMethoddraw_lists
(&self)
minimum-game/src/imgui.rs:99
↓ 1 callersFunctiondraw_rotate_gizmo
( debug_draw: &mut DebugDraw2DResource, editor_draw: &mut EditorDraw2DResource, selection_world: &
minimum-editor/src/systems/gizmos_2d.rs:515
↓ 1 callersFunctiondraw_rotate_gizmo
( _viewport: &ViewportResource, _debug_draw: &mut DebugDraw3DResource, _editor_draw: &mut EditorDr
minimum-editor/src/systems/gizmos_3d.rs:614
↓ 1 callersFunctiondraw_scale_gizmo
( debug_draw: &mut DebugDraw2DResource, editor_draw: &mut EditorDraw2DResource, selection_world: &
minimum-editor/src/systems/gizmos_2d.rs:376
↓ 1 callersFunctiondraw_scale_gizmo
( viewport: &ViewportResource, debug_draw: &mut DebugDraw3DResource, editor_draw: &mut EditorDraw3
minimum-editor/src/systems/gizmos_3d.rs:483
↓ 1 callersFunctiondraw_translate_gizmo
( debug_draw: &mut DebugDraw2DResource, editor_draw: &mut EditorDraw2DResource, selection_world: &
minimum-editor/src/systems/gizmos_2d.rs:187
↓ 1 callersFunctiondraw_translate_gizmo
( viewport: &ViewportResource, debug_draw: &mut DebugDraw3DResource, editor_draw: &mut EditorDraw3
minimum-editor/src/systems/gizmos_3d.rs:196
↓ 1 callersMethodeditor_mode
(&self)
minimum-editor/src/resources/editor_state.rs:256
↓ 1 callersMethodend_frame
Call at the end of every frame. This clears events that were "just" completed.
minimum-game/src/input.rs:310
↓ 1 callersMethodenqueue_open_prefab
( &mut self, prefab_uuid: AssetUuid, )
minimum-editor/src/resources/editor_state.rs:485
↓ 1 callersMethodenqueue_pause
(&mut self)
minimum-editor/src/resources/editor_state.rs:477
↓ 1 callersMethodenqueue_play
(&mut self)
minimum-editor/src/resources/editor_state.rs:473
↓ 1 callersMethodenqueue_redo
(&mut self)
minimum-editor/src/resources/editor_state.rs:501
↓ 1 callersMethodenqueue_save_prefab
(&mut self)
minimum-editor/src/resources/editor_state.rs:469
↓ 1 callersMethodenqueue_toggle_pause
(&mut self)
minimum-editor/src/resources/editor_state.rs:493
↓ 1 callersMethodenqueue_undo
(&mut self)
minimum-editor/src/resources/editor_state.rs:497
↓ 1 callersFunctionhandle_rotate_gizmo_input
( editor_draw: &mut EditorDraw2DResource, tx: &mut EditorTransaction, )
minimum-editor/src/systems/gizmos_2d.rs:473
↓ 1 callersFunctionhandle_rotate_gizmo_input
( editor_draw: &mut EditorDraw3DResource, tx: &mut EditorTransaction, )
minimum-editor/src/systems/gizmos_3d.rs:572
↓ 1 callersFunctionhandle_scale_gizmo_input
( editor_draw: &mut EditorDraw2DResource, tx: &mut EditorTransaction, )
minimum-editor/src/systems/gizmos_2d.rs:305
↓ 1 callersFunctionhandle_scale_gizmo_input
( editor_draw: &mut EditorDraw3DResource, tx: &mut EditorTransaction, )
minimum-editor/src/systems/gizmos_3d.rs:404
↓ 1 callersFunctionhandle_sdl2_event
Call when winit sends an event
contrib/minimum-sdl2/src/input.rs:54
↓ 1 callersFunctionhandle_selection
( editor_draw: &EditorDraw3DResource, input_state: &InputResource, viewport: &ViewportResource,
minimum-editor/src/systems/selection.rs:18
↓ 1 callersFunctionhandle_translate_gizmo_input
( editor_draw: &mut EditorDraw2DResource, tx: &mut EditorTransaction, )
minimum-editor/src/systems/gizmos_2d.rs:129
↓ 1 callersFunctionhandle_translate_gizmo_input
( editor_draw: &mut EditorDraw3DResource, tx: &mut EditorTransaction, )
minimum-editor/src/systems/gizmos_3d.rs:138
↓ 1 callersFunctionhandle_winit_event
Call when winit sends an event
contrib/minimum-winit/src/input.rs:96
↓ 1 callersMethodignore_event
( &self, event: &sdl2::event::Event, )
contrib/minimum-sdl2/src/imgui.rs:81
↓ 1 callersFunctionimgui_gamma_to_linear
Fix incorrect colors with sRGB framebuffer
contrib/minimum-sdl2/src/imgui.rs:198
↓ 1 callersFunctioninit_imgui
( window: &Window, color_format: ColorFormat, )
contrib/minimum-sdl2/src/imgui.rs:179
↓ 1 callersFunctioninit_imgui
(window: &winit::window::Window)
examples/example-winit/src/app.rs:273
↓ 1 callersFunctioninit_imgui_manager
( window: &Window, color_format: ColorFormat, )
contrib/minimum-sdl2/src/imgui.rs:284
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