pub trait IInteractionTrackerOwner {
// Provided methods
fn custom_animation_state_entered(
&self,
_sender: &Rc<InteractionTracker>,
_args: &InteractionTrackerCustomAnimationStateEnteredArgs,
) { ... }
fn idle_state_entered(
&self,
_sender: &Rc<InteractionTracker>,
_args: &InteractionTrackerIdleStateEnteredArgs,
) { ... }
fn inertia_state_entered(
&self,
_sender: &Rc<InteractionTracker>,
_args: &InteractionTrackerInertiaStateEnteredArgs,
) { ... }
fn interacting_state_entered(
&self,
_sender: &Rc<InteractionTracker>,
_args: &InteractionTrackerInteractingStateEnteredArgs,
) { ... }
fn request_ignored(
&self,
_sender: &Rc<InteractionTracker>,
_args: &InteractionTrackerRequestIgnoredArgs,
) { ... }
fn values_changed(
&self,
_sender: &Rc<InteractionTracker>,
_args: &InteractionTrackerValuesChangedArgs,
) { ... }
}Expand description
The callbacks of an InteractionTracker (IInteractionTrackerOwner).
Every callback does nothing by default. The tracker holds its owner
strongly, as WinUI does: an owner that keeps the tracker should keep it
weakly (each callback gets the tracker as sender), or the two keep each
other alive.
Callbacks run on the UI thread after the change they report, never nested: a callback that makes a request on the tracker gets the callbacks of that request after it returns.
Provided Methods§
fn custom_animation_state_entered( &self, _sender: &Rc<InteractionTracker>, _args: &InteractionTrackerCustomAnimationStateEnteredArgs, )
fn idle_state_entered( &self, _sender: &Rc<InteractionTracker>, _args: &InteractionTrackerIdleStateEnteredArgs, )
fn inertia_state_entered( &self, _sender: &Rc<InteractionTracker>, _args: &InteractionTrackerInertiaStateEnteredArgs, )
fn interacting_state_entered( &self, _sender: &Rc<InteractionTracker>, _args: &InteractionTrackerInteractingStateEnteredArgs, )
fn request_ignored( &self, _sender: &Rc<InteractionTracker>, _args: &InteractionTrackerRequestIgnoredArgs, )
fn values_changed( &self, _sender: &Rc<InteractionTracker>, _args: &InteractionTrackerValuesChangedArgs, )
Dyn Compatibility§
This trait is dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety".