[−][src]Struct gdnative::api::TileMap
core class TileMap
inherits Node2D
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
TileMap
is a reference-only type. Persistent references can
only exist in the unsafe Ref<TileMap>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ptr::free
, or Ptr::queue_free
if it is a Node
.
Class hierarchy
TileMap inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl TileMap
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Constants
pub const HALF_OFFSET_DISABLED: i64
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pub const HALF_OFFSET_NEGATIVE_X: i64
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pub const HALF_OFFSET_NEGATIVE_Y: i64
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pub const HALF_OFFSET_X: i64
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pub const HALF_OFFSET_Y: i64
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pub const INVALID_CELL: i64
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pub const MODE_CUSTOM: i64
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pub const MODE_ISOMETRIC: i64
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pub const MODE_SQUARE: i64
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pub const TILE_ORIGIN_BOTTOM_LEFT: i64
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pub const TILE_ORIGIN_CENTER: i64
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pub const TILE_ORIGIN_TOP_LEFT: i64
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impl TileMap
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pub fn new() -> Ref<TileMap, Unique>
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Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ptr::free
, or preferably
Ptr::queue_free
if it is a Node
.
pub fn clear(&self)
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pub fn fix_invalid_tiles(&self)
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pub fn get_cell(&self, x: i64, y: i64) -> i64
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pub fn get_cell_autotile_coord(
&self,
x: i64,
y: i64
) -> Vector2D<f32, UnknownUnit>
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&self,
x: i64,
y: i64
) -> Vector2D<f32, UnknownUnit>
pub fn cell_size(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_cellv(&self, position: Vector2D<f32, UnknownUnit>) -> i64
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pub fn clip_uv(&self) -> bool
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pub fn collision_bounce(&self) -> f64
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pub fn collision_friction(&self) -> f64
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pub fn collision_layer(&self) -> i64
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pub fn get_collision_layer_bit(&self, bit: i64) -> bool
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pub fn collision_mask(&self) -> i64
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pub fn get_collision_mask_bit(&self, bit: i64) -> bool
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pub fn collision_use_kinematic(&self) -> bool
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pub fn collision_use_parent(&self) -> bool
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pub fn custom_transform(&self) -> Transform2D<f32, UnknownUnit, UnknownUnit>
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pub fn half_offset(&self) -> HalfOffset
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pub fn mode(&self) -> Mode
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pub fn occluder_light_mask(&self) -> i64
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pub fn quadrant_size(&self) -> i64
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pub fn tile_origin(&self) -> TileOrigin
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pub fn tileset(&self) -> Option<Ref<TileSet, Shared>>
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pub fn get_used_cells(&self) -> VariantArray<Shared>
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pub fn get_used_cells_by_id(&self, id: i64) -> VariantArray<Shared>
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pub fn get_used_rect(&self) -> Rect<f32, UnknownUnit>
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pub fn is_cell_transposed(&self, x: i64, y: i64) -> bool
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pub fn is_cell_x_flipped(&self, x: i64, y: i64) -> bool
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pub fn is_cell_y_flipped(&self, x: i64, y: i64) -> bool
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pub fn is_centered_textures_enabled(&self) -> bool
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pub fn is_compatibility_mode_enabled(&self) -> bool
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pub fn is_y_sort_mode_enabled(&self) -> bool
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pub fn map_to_world(
&self,
map_position: Vector2D<f32, UnknownUnit>,
ignore_half_ofs: bool
) -> Vector2D<f32, UnknownUnit>
[src]
&self,
map_position: Vector2D<f32, UnknownUnit>,
ignore_half_ofs: bool
) -> Vector2D<f32, UnknownUnit>
pub fn set_cell(
&self,
x: i64,
y: i64,
tile: i64,
flip_x: bool,
flip_y: bool,
transpose: bool,
autotile_coord: Vector2D<f32, UnknownUnit>
)
[src]
&self,
x: i64,
y: i64,
tile: i64,
flip_x: bool,
flip_y: bool,
transpose: bool,
autotile_coord: Vector2D<f32, UnknownUnit>
)
pub fn set_cell_size(&self, size: Vector2D<f32, UnknownUnit>)
[src]
pub fn set_cellv(
&self,
position: Vector2D<f32, UnknownUnit>,
tile: i64,
flip_x: bool,
flip_y: bool,
transpose: bool
)
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&self,
position: Vector2D<f32, UnknownUnit>,
tile: i64,
flip_x: bool,
flip_y: bool,
transpose: bool
)
pub fn set_centered_textures(&self, enable: bool)
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pub fn set_clip_uv(&self, enable: bool)
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pub fn set_collision_bounce(&self, value: f64)
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pub fn set_collision_friction(&self, value: f64)
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pub fn set_collision_layer(&self, layer: i64)
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pub fn set_collision_layer_bit(&self, bit: i64, value: bool)
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pub fn set_collision_mask(&self, mask: i64)
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pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
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pub fn set_collision_use_kinematic(&self, use_kinematic: bool)
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pub fn set_collision_use_parent(&self, use_parent: bool)
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pub fn set_compatibility_mode(&self, enable: bool)
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pub fn set_custom_transform(
&self,
custom_transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
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&self,
custom_transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
pub fn set_half_offset(&self, half_offset: i64)
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pub fn set_mode(&self, mode: i64)
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pub fn set_occluder_light_mask(&self, mask: i64)
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pub fn set_quadrant_size(&self, size: i64)
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pub fn set_tile_origin(&self, origin: i64)
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pub fn set_tileset(&self, tileset: impl AsArg<TileSet>)
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pub fn set_y_sort_mode(&self, enable: bool)
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pub fn update_bitmask_area(&self, position: Vector2D<f32, UnknownUnit>)
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pub fn update_bitmask_region(
&self,
start: Vector2D<f32, UnknownUnit>,
end: Vector2D<f32, UnknownUnit>
)
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&self,
start: Vector2D<f32, UnknownUnit>,
end: Vector2D<f32, UnknownUnit>
)
pub fn update_dirty_quadrants(&self)
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pub fn world_to_map(
&self,
world_position: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
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&self,
world_position: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
Methods from Deref<Target = Node2D>
pub fn apply_scale(&self, ratio: Vector2D<f32, UnknownUnit>)
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pub fn get_angle_to(&self, point: Vector2D<f32, UnknownUnit>) -> f64
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pub fn global_position(&self) -> Vector2D<f32, UnknownUnit>
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pub fn global_rotation(&self) -> f64
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pub fn global_rotation_degrees(&self) -> f64
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pub fn global_scale(&self) -> Vector2D<f32, UnknownUnit>
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pub fn position(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
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&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
pub fn rotation(&self) -> f64
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pub fn rotation_degrees(&self) -> f64
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pub fn scale(&self) -> Vector2D<f32, UnknownUnit>
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pub fn z_index(&self) -> i64
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pub fn global_translate(&self, offset: Vector2D<f32, UnknownUnit>)
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pub fn is_z_relative(&self) -> bool
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pub fn look_at(&self, point: Vector2D<f32, UnknownUnit>)
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pub fn move_local_x(&self, delta: f64, scaled: bool)
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pub fn move_local_y(&self, delta: f64, scaled: bool)
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pub fn rotate(&self, radians: f64)
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pub fn set_global_position(&self, position: Vector2D<f32, UnknownUnit>)
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pub fn set_global_rotation(&self, radians: f64)
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pub fn set_global_rotation_degrees(&self, degrees: f64)
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pub fn set_global_scale(&self, scale: Vector2D<f32, UnknownUnit>)
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pub fn set_global_transform(
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
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&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
pub fn set_position(&self, position: Vector2D<f32, UnknownUnit>)
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pub fn set_rotation(&self, radians: f64)
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pub fn set_rotation_degrees(&self, degrees: f64)
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pub fn set_scale(&self, scale: Vector2D<f32, UnknownUnit>)
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pub fn set_transform(&self, xform: Transform2D<f32, UnknownUnit, UnknownUnit>)
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pub fn set_z_as_relative(&self, enable: bool)
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pub fn set_z_index(&self, z_index: i64)
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pub fn to_global(
&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
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&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
pub fn to_local(
&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
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&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
pub fn translate(&self, offset: Vector2D<f32, UnknownUnit>)
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Trait Implementations
impl Debug for TileMap
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impl Deref for TileMap
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impl DerefMut for TileMap
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impl GodotObject for TileMap
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type RefKind = ManuallyManaged
The memory management kind of this type. This modifies the behavior of the Ref
smart pointer. See its type-level documentation for more information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for TileMap
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impl QueueFree for TileMap
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<CanvasItem> for TileMap
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impl SubClass<Node> for TileMap
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impl SubClass<Node2D> for TileMap
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impl SubClass<Object> for TileMap
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Auto Trait Implementations
impl RefUnwindSafe for TileMap
impl !Send for TileMap
impl !Sync for TileMap
impl Unpin for TileMap
impl UnwindSafe for TileMap
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,