pub struct SliderState {
pub slider_button_key: GuiComponentKey,
pub slider_frame: FrameState,
pub percentage: f32,
}
Fields§
§slider_frame: FrameState
§percentage: f32
Trait Implementations§
Source§impl GuiComponent for SliderState
impl GuiComponent for SliderState
fn common(&self) -> &GuiCommonState
fn common_mut(&mut self) -> &mut GuiCommonState
fn as_any(&self) -> &dyn Any
fn is_visible(&self) -> bool
fn set_visible(&mut self, is_visible: bool)
fn as_any_mut(&mut self) -> &mut dyn Any
fn bounds(&self) -> Vec2<f32>
fn set_bounds(&mut self, bounds: Vec2<f32>)
Source§fn render_entry<'a>(
&mut self,
gl: &GlowGL,
state: RenderState<'a>,
_text_writer: &mut TextWriter,
)
fn render_entry<'a>( &mut self, gl: &GlowGL, state: RenderState<'a>, _text_writer: &mut TextWriter, )
this fires the first occurrence in the tree
Source§fn render_exit<'a>(
&mut self,
_gl: &GlowGL,
_state: RenderState<'a>,
_text_writer: &mut TextWriter,
)
fn render_exit<'a>( &mut self, _gl: &GlowGL, _state: RenderState<'a>, _text_writer: &mut TextWriter, )
this fires after everything in the component subtree has been rendered
fn name(&self) -> &str
fn set_name(&mut self, name: &str)
fn flags(&self) -> &ComponentFlags
fn flags_mut(&mut self) -> &mut ComponentFlags
fn rel_position(&self) -> &Vec2<f32>
fn set_rel_position(&mut self, pos: Vec2<f32>)
fn set_overflowable(&mut self, overflowable: bool)
fn is_overflowable(&self) -> bool
fn get_aabb(&self, global_x0: Vec4<f32>) -> AABB2<f32>
fn translate(&mut self, disp: Vec2<f32>)
fn is_origin(&self) -> bool
Auto Trait Implementations§
impl Freeze for SliderState
impl RefUnwindSafe for SliderState
impl Send for SliderState
impl Sync for SliderState
impl Unpin for SliderState
impl UnwindSafe for SliderState
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more