Trait components::ActorManagerExt [−][src]
pub trait ActorManagerExt: 'static { fn add_actor<P: Is<Actor>, Q: Is<Actor>>(
&self,
container: &P,
actor: &Q
) -> u64; fn cancel_operation(&self, id: u64); fn cancel_operations<P: Is<Actor>>(&self, actor: &P); fn get_n_operations(&self) -> u32; fn get_stage(&self) -> Option<Stage>; fn get_time_slice(&self) -> u32; fn remove_actor<P: Is<Actor>, Q: Is<Actor>>(
&self,
container: &P,
actor: &Q
) -> u64; fn remove_container<P: Is<Actor>>(&self, container: &P); fn set_time_slice(&self, msecs: u32); fn connect_actor_finished<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_n_operations_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_time_slice_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; }
Required methods
fn add_actor<P: Is<Actor>, Q: Is<Actor>>(&self, container: &P, actor: &Q) -> u64
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add_actor: @manager: A #ActorManager @container: A #Actor @actor: A #Actor
Adds @actor to @container. The actor may not be parented immediately, or at all, if the operation is cancelled.
On successful completion, the #ActorManager::actor_added signal will be fired.
Returns: The ID for this operation.
fn cancel_operation(&self, id: u64)
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cancel_operation: @manager: A #ActorManager @id: An operation ID
Cancels the given operation, if it exists. The #ActorManager::operation_cancelled signal is fired whenever an operation is cancelled.
fn cancel_operations<P: Is<Actor>>(&self, actor: &P)
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cancel_operations: @manager: A #ActorManager @actor: A #Actor
Cancels all operations associated with the given actor.
fn get_n_operations(&self) -> u32
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create_actor: @manager: A #ActorManager @create_func: A #Actor creation function @userdata: data to be passed to the function, or %None @destroy_func: callback to invoke before the operation is removed
Creates a #Actor. The actor may not be created immediately, or at all, if the operation is cancelled.
On successful completion, the #ActorManager::actor_created signal will be fired.
Returns: The ID for this operation.
get_n_operations: @manager: A #ActorManager
Retrieves the amount of operations left in the queue.
Returns: Number of operations left to perform
fn get_stage(&self) -> Option<Stage>
[src]
get_stage: @manager: A #ActorManager
Gets the #Stage the actor manager is associated with.
Returns: (transfer none): The #Stage the actor is associated with.
fn get_time_slice(&self) -> u32
[src]
get_time_slice: @manager: A #ActorManager
Retrieves the current time slice being used for operations.
Returns: The time-slice being used, in milliseconds
fn remove_actor<P: Is<Actor>, Q: Is<Actor>>(
&self,
container: &P,
actor: &Q
) -> u64
[src]
&self,
container: &P,
actor: &Q
) -> u64
remove_actor: @manager: A #ActorManager @container: A #Actor @actor: A #Actor
Removes @actor from @container.
On successful completion, the #ActorManager::actor_removed signal will be fired.
Returns: The ID for this operation.
fn remove_container<P: Is<Actor>>(&self, container: &P)
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remove_container: @manager: A #ActorManager @container: A #Actor
Removes the container. This is a utility function that works by first removing all the children of the container, then the children itself. This effectively spreads the load of removing a large container. All prior operations associated with this container will be cancelled.
fn set_time_slice(&self, msecs: u32)
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set_time_slice: @manager: A #ActorManager @msecs: A time, in milliseconds
Sets the amount of time the actor manager will spend performing operations, before yielding to allow any necessary redrawing to occur.
Lower times will lead to smoother performance, but will increase the amount of time it takes for operations to complete.
fn connect_actor_finished<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_n_operations_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_time_slice_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
Implementors
impl<O: Is<ActorManager>> ActorManagerExt for O
[src]
impl<O: Is<ActorManager>> ActorManagerExt for O
[src]fn add_actor<P: Is<Actor>, Q: Is<Actor>>(&self, container: &P, actor: &Q) -> u64
[src]
add_actor: @manager: A #ActorManager @container: A #Actor @actor: A #Actor
Adds @actor to @container. The actor may not be parented immediately, or at all, if the operation is cancelled.
On successful completion, the #ActorManager::actor_added signal will be fired.
Returns: The ID for this operation.
fn cancel_operation(&self, id: u64)
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cancel_operation: @manager: A #ActorManager @id: An operation ID
Cancels the given operation, if it exists. The #ActorManager::operation_cancelled signal is fired whenever an operation is cancelled.
fn cancel_operations<P: Is<Actor>>(&self, actor: &P)
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cancel_operations: @manager: A #ActorManager @actor: A #Actor
Cancels all operations associated with the given actor.
fn get_n_operations(&self) -> u32
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create_actor: @manager: A #ActorManager @create_func: A #Actor creation function @userdata: data to be passed to the function, or %None @destroy_func: callback to invoke before the operation is removed
Creates a #Actor. The actor may not be created immediately, or at all, if the operation is cancelled.
On successful completion, the #ActorManager::actor_created signal will be fired.
Returns: The ID for this operation.
get_n_operations: @manager: A #ActorManager
Retrieves the amount of operations left in the queue.
Returns: Number of operations left to perform
fn get_stage(&self) -> Option<Stage>
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get_stage: @manager: A #ActorManager
Gets the #Stage the actor manager is associated with.
Returns: (transfer none): The #Stage the actor is associated with.
fn get_time_slice(&self) -> u32
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get_time_slice: @manager: A #ActorManager
Retrieves the current time slice being used for operations.
Returns: The time-slice being used, in milliseconds
fn remove_actor<P: Is<Actor>, Q: Is<Actor>>(
&self,
container: &P,
actor: &Q
) -> u64
[src]
&self,
container: &P,
actor: &Q
) -> u64
remove_actor: @manager: A #ActorManager @container: A #Actor @actor: A #Actor
Removes @actor from @container.
On successful completion, the #ActorManager::actor_removed signal will be fired.
Returns: The ID for this operation.
fn remove_container<P: Is<Actor>>(&self, container: &P)
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remove_container: @manager: A #ActorManager @container: A #Actor
Removes the container. This is a utility function that works by first removing all the children of the container, then the children itself. This effectively spreads the load of removing a large container. All prior operations associated with this container will be cancelled.
fn set_time_slice(&self, msecs: u32)
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set_time_slice: @manager: A #ActorManager @msecs: A time, in milliseconds
Sets the amount of time the actor manager will spend performing operations, before yielding to allow any necessary redrawing to occur.
Lower times will lead to smoother performance, but will increase the amount of time it takes for operations to complete.
fn connect_actor_finished<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_n_operations_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_time_slice_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId