Struct freya_node_state::ReferencesState
source · pub struct ReferencesState {
pub image_ref: Option<ImageReference>,
pub canvas_ref: Option<CanvasReference>,
}
Fields§
§image_ref: Option<ImageReference>
§canvas_ref: Option<CanvasReference>
Trait Implementations§
source§impl Clone for ReferencesState
impl Clone for ReferencesState
source§fn clone(&self) -> ReferencesState
fn clone(&self) -> ReferencesState
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Component for ReferencesState
impl Component for ReferencesState
source§impl Debug for ReferencesState
impl Debug for ReferencesState
source§impl Default for ReferencesState
impl Default for ReferencesState
source§fn default() -> ReferencesState
fn default() -> ReferencesState
Returns the “default value” for a type. Read more
source§impl PartialEq for ReferencesState
impl PartialEq for ReferencesState
source§impl State<CustomAttributeValues> for ReferencesState
impl State<CustomAttributeValues> for ReferencesState
source§fn create<'a>(
node_view: NodeView<'_, CustomAttributeValues>,
node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>,
parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>,
children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>,
context: &SendAnyMap,
) -> Self
fn create<'a>( node_view: NodeView<'_, CustomAttributeValues>, node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>, parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>, children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>, context: &SendAnyMap, ) -> Self
Create a new instance of this state
source§type ParentDependencies = ()
type ParentDependencies = ()
This is a tuple of (T: State, ..) of states read from the parent required to update this state
source§type ChildDependencies = ()
type ChildDependencies = ()
This is a tuple of (T: State, ..) of states read from the children required to update this state
source§type NodeDependencies = ()
type NodeDependencies = ()
This is a tuple of (T: State, ..) of states read from the node required to update this state
source§const NODE_MASK: NodeMaskBuilder<'static> = _
const NODE_MASK: NodeMaskBuilder<'static> = _
This is a mask of what aspects of the node are required to update this state
source§fn update<'a>(
&mut self,
node_view: NodeView<'_, CustomAttributeValues>,
_node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>,
_parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>,
_children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>,
_context: &SendAnyMap,
) -> bool
fn update<'a>( &mut self, node_view: NodeView<'_, CustomAttributeValues>, _node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>, _parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>, _children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>, _context: &SendAnyMap, ) -> bool
Update this state in a node, returns if the state was updated
source§fn workload_system(
type_id: TypeId,
dependants: Arc<Dependants>,
pass_direction: PassDirection,
) -> WorkloadSystem
fn workload_system( type_id: TypeId, dependants: Arc<Dependants>, pass_direction: PassDirection, ) -> WorkloadSystem
Create a workload system for this state
§const TRAVERSE_SHADOW_DOM: bool = false
const TRAVERSE_SHADOW_DOM: bool = false
Does the state traverse into the shadow dom or pass over it. This should be true for layout and false for styles
§fn to_type_erased() -> TypeErasedState<V>where
Self: Sized,
fn to_type_erased() -> TypeErasedState<V>where
Self: Sized,
Converts to a type erased version of the trait
impl StructuralPartialEq for ReferencesState
Auto Trait Implementations§
impl Freeze for ReferencesState
impl !RefUnwindSafe for ReferencesState
impl Send for ReferencesState
impl Sync for ReferencesState
impl Unpin for ReferencesState
impl !UnwindSafe for ReferencesState
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more§impl<T> Pointable for T
impl<T> Pointable for T
§impl<T, O> SuperFrom<T> for Owhere
O: From<T>,
impl<T, O> SuperFrom<T> for Owhere
O: From<T>,
§fn super_from(input: T) -> O
fn super_from(input: T) -> O
Convert from a type to another type.
§impl<T, O, M> SuperInto<O, M> for Twhere
O: SuperFrom<T, M>,
impl<T, O, M> SuperInto<O, M> for Twhere
O: SuperFrom<T, M>,
§fn super_into(self) -> O
fn super_into(self) -> O
Convert from a type to another type.
§impl<T> TupleAddComponent for T
impl<T> TupleAddComponent for T
§fn add_component(self, all_storages: &mut AllStorages, entity: EntityId)
fn add_component(self, all_storages: &mut AllStorages, entity: EntityId)
See [
World::add_entity
], [World::add_component
], [AllStorages::add_entity
] and [AllStorages::add_component
].