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NodeRenderState

Struct NodeRenderState 

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pub struct NodeRenderState {
Show 13 fields pub opacity: f32, pub background_color: Option<Color>, pub border_color: Option<Color>, pub transform: Option<Transform>, pub scale: f32, pub opacity_spring: Option<SpringId>, pub bg_color_springs: Option<[SpringId; 4]>, pub transform_springs: Option<[SpringId; 4]>, pub hovered: bool, pub focused: bool, pub pressed: bool, pub motion: Option<ActiveMotion>, pub css_animation: Option<ActiveCssAnimation>,
}
Expand description

Dynamic render state for a single node

Contains all properties that can change without requiring a tree rebuild. These properties are updated by animations or state machines.

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§opacity: f32

Current opacity (0.0 - 1.0)

§background_color: Option<Color>

Current background color (animated)

§border_color: Option<Color>

Current border color (animated)

§transform: Option<Transform>

Current transform (animated)

§scale: f32

Current scale (animated, applied to transform)

§opacity_spring: Option<SpringId>

Spring ID for opacity animation

§bg_color_springs: Option<[SpringId; 4]>

Spring IDs for color animation (r, g, b, a)

§transform_springs: Option<[SpringId; 4]>

Spring IDs for transform (translate_x, translate_y, scale, rotate)

§hovered: bool

Whether this node is currently hovered

§focused: bool

Whether this node is currently focused

§pressed: bool

Whether this node is currently pressed

§motion: Option<ActiveMotion>

Active motion animation (enter/exit) for this node

§css_animation: Option<ActiveCssAnimation>

Active CSS keyframe animation for this node

This is separate from motion because CSS animations can have multiple keyframes (not just enter/exit) and different lifecycle.

Implementations§

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impl NodeRenderState

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pub fn new() -> NodeRenderState

Create a new node render state with default values

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pub fn is_animating(&self) -> bool

Check if any properties are currently animating

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pub fn has_active_motion(&self) -> bool

Check if this node has an active motion animation

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pub fn start_css_animation(&mut self, animation: MultiKeyframeAnimation)

Start a CSS keyframe animation for this node

Replaces any existing CSS animation.

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pub fn has_active_css_animation(&self) -> bool

Check if this node has an active CSS animation

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pub fn tick_css_animation(&mut self, dt_ms: f32) -> Option<&KeyframeProperties>

Tick the CSS animation and get current properties

Returns Some with current properties if animation is active, None otherwise.

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pub fn stop_css_animation(&mut self)

Stop and remove the CSS animation

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pub fn css_animation_properties(&self) -> Option<&KeyframeProperties>

Get the current CSS animation properties (if any)

Trait Implementations§

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impl Clone for NodeRenderState

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fn clone(&self) -> NodeRenderState

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for NodeRenderState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for NodeRenderState

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fn default() -> NodeRenderState

Returns the “default value” for a type. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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fn into(self) -> U

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That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> NodeState for T
where T: Send + 'static,

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Get self as Any for downcasting
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