TableCellNode

Struct TableCellNode 

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pub struct TableCellNode {
Show 28 fields pub id: String, pub name: String, pub visible: Option<bool>, pub locked: Option<bool>, pub is_fixed: Option<bool>, pub scroll_behavior: ScrollBehavior, pub rotation: Option<f64>, pub component_property_references: Option<HashMap<String, String>>, pub plugin_data: Option<Option<Value>>, pub shared_plugin_data: Option<Option<Value>>, pub bound_variables: Option<Box<IsLayerTraitBoundVariables>>, pub explicit_variable_modes: Option<HashMap<String, String>>, pub fills: Vec<Paint>, pub styles: Option<HashMap<String, String>>, pub preserve_ratio: Option<bool>, pub constraints: Option<Box<LayoutConstraint>>, pub relative_transform: Option<Vec<Vec<f64>>>, pub size: Option<Box<Vector>>, pub layout_align: Option<LayoutAlign>, pub layout_grow: Option<f64>, pub layout_positioning: Option<LayoutPositioning>, pub min_width: Option<f64>, pub max_width: Option<f64>, pub min_height: Option<f64>, pub max_height: Option<f64>, pub layout_sizing_horizontal: Option<LayoutSizingHorizontal>, pub layout_sizing_vertical: Option<LayoutSizingVertical>, pub characters: String,
}

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§id: String

A string uniquely identifying this node within the document.

§name: String

The name given to the node by the user in the tool.

§visible: Option<bool>

Whether or not the node is visible on the canvas.

§locked: Option<bool>

If true, layer is locked and cannot be edited

§is_fixed: Option<bool>

Whether the layer is fixed while the parent is scrolling

§scroll_behavior: ScrollBehavior

How layer should be treated when the frame is resized

§rotation: Option<f64>

The rotation of the node, if not 0.

§component_property_references: Option<HashMap<String, String>>

A mapping of a layer’s property to component property name of component properties attached to this node. The component property name can be used to look up more information on the corresponding component’s or component set’s componentPropertyDefinitions.

§plugin_data: Option<Option<Value>>§shared_plugin_data: Option<Option<Value>>§bound_variables: Option<Box<IsLayerTraitBoundVariables>>§explicit_variable_modes: Option<HashMap<String, String>>

A mapping of variable collection ID to mode ID representing the explicitly set modes for this node.

§fills: Vec<Paint>

An array of fill paints applied to the node.

§styles: Option<HashMap<String, String>>

A mapping of a StyleType to style ID (see Style) of styles present on this node. The style ID can be used to look up more information about the style in the top-level styles field.

§preserve_ratio: Option<bool>

Keep height and width constrained to same ratio.

§constraints: Option<Box<LayoutConstraint>>

Horizontal and vertical layout constraints for node.

§relative_transform: Option<Vec<Vec<f64>>>

A transformation matrix is standard way in computer graphics to represent translation and rotation. These are the top two rows of a 3x3 matrix. The bottom row of the matrix is assumed to be [0, 0, 1]. This is known as an affine transform and is enough to represent translation, rotation, and skew. The identity transform is [[1, 0, 0], [0, 1, 0]]. A translation matrix will typically look like: [[1, 0, tx], [0, 1, ty]] and a rotation matrix will typically look like: [[cos(angle), sin(angle), 0], [-sin(angle), cos(angle), 0]] Another way to think about this transform is as three vectors: - The x axis (t[0][0], t[1][0]) - The y axis (t[0][1], t[1][1]) - The translation offset (t[0][2], t[1][2]) The most common usage of the Transform matrix is the relativeTransform property. This particular usage of the matrix has a few additional restrictions. The translation offset can take on any value but we do enforce that the axis vectors are unit vectors (i.e. have length 1). The axes are not required to be at 90° angles to each other.

§size: Option<Box<Vector>>

Width and height of element. This is different from the width and height of the bounding box in that the absolute bounding box represents the element after scaling and rotation. Only present if geometry=paths is passed.

§layout_align: Option<LayoutAlign>

Determines if the layer should stretch along the parent’s counter axis. This property is only provided for direct children of auto-layout frames. - INHERIT - STRETCH In previous versions of auto layout, determined how the layer is aligned inside an auto-layout frame. This property is only provided for direct children of auto-layout frames. - MIN - CENTER - MAX - STRETCH In horizontal auto-layout frames, "MIN" and "MAX" correspond to "TOP" and "BOTTOM". In vertical auto-layout frames, "MIN" and "MAX" correspond to "LEFT" and "RIGHT".

§layout_grow: Option<f64>

This property is applicable only for direct children of auto-layout frames, ignored otherwise. Determines whether a layer should stretch along the parent’s primary axis. A 0 corresponds to a fixed size and 1 corresponds to stretch.

§layout_positioning: Option<LayoutPositioning>

Determines whether a layer’s size and position should be determined by auto-layout settings or manually adjustable.

§min_width: Option<f64>

The minimum width of the frame. This property is only applicable for auto-layout frames or direct children of auto-layout frames.

§max_width: Option<f64>

The maximum width of the frame. This property is only applicable for auto-layout frames or direct children of auto-layout frames.

§min_height: Option<f64>

The minimum height of the frame. This property is only applicable for auto-layout frames or direct children of auto-layout frames.

§max_height: Option<f64>

The maximum height of the frame. This property is only applicable for auto-layout frames or direct children of auto-layout frames.

§layout_sizing_horizontal: Option<LayoutSizingHorizontal>

The horizontal sizing setting on this auto-layout frame or frame child. - FIXED - HUG: only valid on auto-layout frames and text nodes - FILL: only valid on auto-layout frame children

§layout_sizing_vertical: Option<LayoutSizingVertical>

The vertical sizing setting on this auto-layout frame or frame child. - FIXED - HUG: only valid on auto-layout frames and text nodes - FILL: only valid on auto-layout frame children

§characters: String

Text contained within a text box.

Implementations§

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impl TableCellNode

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pub fn new( id: String, name: String, scroll_behavior: ScrollBehavior, fills: Vec<Paint>, characters: String, ) -> TableCellNode

Trait Implementations§

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impl Clone for TableCellNode

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fn clone(&self) -> TableCellNode

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 TableCellNode

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

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

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fn default() -> TableCellNode

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for TableCellNode

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for TableCellNode

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fn eq(&self, other: &TableCellNode) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for TableCellNode

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for TableCellNode

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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