pub struct LegendBuilder { /* private fields */ }
Implementations§
Source§impl LegendBuilder
impl LegendBuilder
pub fn new() -> Self
pub fn build(self, location: (u32, u32)) -> RawElement
pub fn key<S: ToString>(self, key: S, _updated: bool) -> Self
pub fn child(self, child: View, updated: bool) -> Self
pub fn children<T: Into<Vec<View>>>(self, children: T, updated: bool) -> Self
pub fn __last<T: Into<Vec<View>>>(self, children: T, updated: bool) -> Self
Source§impl LegendBuilder
impl LegendBuilder
pub fn access_key<T>(self, val: T, updated: bool) -> Self
pub fn class<T>(self, val: T, updated: bool) -> Self
pub fn content_editable<T>(self, val: T, updated: bool) -> Self
pub fn dir<T>(self, val: T, updated: bool) -> Self
pub fn draggable<T>(self, val: T, updated: bool) -> Self
pub fn id<T>(self, val: T, updated: bool) -> Self
pub fn lang<T>(self, val: T, updated: bool) -> Self
pub fn placeholder<T>(self, val: T, updated: bool) -> Self
pub fn slot<T>(self, val: T, updated: bool) -> Self
pub fn spell_check<T>(self, val: T, updated: bool) -> Self
pub fn style<T>(self, val: T, updated: bool) -> Self
pub fn tab_index<T>(self, val: T, updated: bool) -> Self
pub fn title<T>(self, val: T, updated: bool) -> Self
pub fn translate<T>(self, val: T, updated: bool) -> Self
pub fn on_blur( self, f: impl Fn(TypedEvent<FocusEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_focus( self, f: impl Fn(TypedEvent<FocusEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_composition_start( self, f: impl Fn(TypedEvent<CompositionEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_composition_update( self, f: impl Fn(TypedEvent<CompositionEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_composition_end( self, f: impl Fn(TypedEvent<CompositionEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_change( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_input( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_reset( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_submit( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_invalid( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_load( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_error( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_key_down( self, f: impl Fn(TypedEvent<KeyboardEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_key_up( self, f: impl Fn(TypedEvent<KeyboardEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_can_play( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_can_play_through( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_duration_change( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_emptied( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_ended( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_loaded_data( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_loaded_metadata( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pause( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_play( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_playing( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_rate_change( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_seeked( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_seeking( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_stalled( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_suspend( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_time_update( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_volume_change( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_waiting( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_aux_click( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_click( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_double_click( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_mouse_down( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_mouse_enter( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_mouse_leave( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_mouse_move( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_mouse_over( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_mouse_out( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_mouse_up( self, f: impl Fn(TypedEvent<MouseEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_lock_change( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_lock_error( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_select( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_wheel( self, f: impl Fn(TypedEvent<WheelEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_drag( self, f: impl Fn(TypedEvent<DragEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_drag_end( self, f: impl Fn(TypedEvent<DragEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_drag_enter( self, f: impl Fn(TypedEvent<DragEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_drag_start( self, f: impl Fn(TypedEvent<DragEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_drag_leave( self, f: impl Fn(TypedEvent<DragEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_drag_over( self, f: impl Fn(TypedEvent<DragEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_drop( self, f: impl Fn(TypedEvent<DragEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_touch_cancel( self, f: impl Fn(TypedEvent<TouchEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_touch_end( self, f: impl Fn(TypedEvent<TouchEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_touch_move( self, f: impl Fn(TypedEvent<TouchEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_touch_start( self, f: impl Fn(TypedEvent<TouchEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_over( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_enter( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_down( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_move( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_up( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_cancel( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_out( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_pointer_leave( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_got_pointer_capture( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_lost_pointer_capture( self, f: impl Fn(TypedEvent<PointerEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_scroll( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_animation_start( self, f: impl Fn(TypedEvent<AnimationEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_animation_cancel( self, f: impl Fn(TypedEvent<AnimationEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_animation_end( self, f: impl Fn(TypedEvent<AnimationEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_animation_interaction( self, f: impl Fn(TypedEvent<AnimationEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_transition_start( self, f: impl Fn(TypedEvent<TransitionEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_transition_cancel( self, f: impl Fn(TypedEvent<TransitionEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_transition_end( self, f: impl Fn(TypedEvent<TransitionEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_transition_run( self, f: impl Fn(TypedEvent<TransitionEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_abort( self, f: impl Fn(TypedEvent<Event, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_load_start( self, f: impl Fn(TypedEvent<ProgressEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
pub fn on_progress( self, f: impl Fn(TypedEvent<ProgressEvent, <LegendBuilder as AssociatedNativeElement>::NativeElement>) + 'static, updated: bool, ) -> Self
Trait Implementations§
Auto Trait Implementations§
impl Freeze for LegendBuilder
impl !RefUnwindSafe for LegendBuilder
impl !Send for LegendBuilder
impl !Sync for LegendBuilder
impl Unpin for LegendBuilder
impl !UnwindSafe for LegendBuilder
Blanket Implementations§
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