pub struct RenderContext<'a> {
pub graph: &'a Graph,
pub viewport: &'a Viewport,
pub window: &'a Window,
pub layer: RenderLayer,
}Fields§
§graph: &'a Graph§viewport: &'a Viewport§window: &'a Window§layer: RenderLayerImplementations§
Source§impl<'a> RenderContext<'a>
impl<'a> RenderContext<'a>
pub fn new( graph: &'a Graph, viewport: &'a Viewport, window: &'a Window, layer: RenderLayer, ) -> Self
pub fn create_node(&self, node_type: &str) -> NodeBuilder
pub fn next_node_id(&self) -> NodeId
pub fn next_port_id(&self) -> PortId
pub fn next_edge_id(&self) -> EdgeId
pub fn get_node(&self, id: &NodeId) -> Option<&Node>
pub fn nodes(&self) -> &HashMap<NodeId, Node>
pub fn node_order(&self) -> &Vec<NodeId>
pub fn new_edge(&self) -> Edge
pub fn selection_bounds(&self) -> Option<Bounds<Pixels>>
pub fn selected_nodes_with_positions(&self) -> HashMap<NodeId, Point<Pixels>>
pub fn hit_node(&self, mouse: Point<Pixels>) -> Option<NodeId>
pub fn world_to_screen(&self, p: Point<Pixels>) -> Point<Pixels>
pub fn screen_to_world(&self, p: Point<Pixels>) -> Point<Pixels>
Auto Trait Implementations§
impl<'a> Freeze for RenderContext<'a>
impl<'a> !RefUnwindSafe for RenderContext<'a>
impl<'a> !Send for RenderContext<'a>
impl<'a> !Sync for RenderContext<'a>
impl<'a> Unpin for RenderContext<'a>
impl<'a> UnsafeUnpin for RenderContext<'a>
impl<'a> !UnwindSafe for RenderContext<'a>
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