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ScrollView

Struct ScrollView 

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pub struct ScrollView<State>
where State: 'static,
{ /* private fields */ }
Expand description

A declarative vertical scroll surface. See the module docs.

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impl<State> ScrollView<State>
where State: 'static,

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pub fn new<V>(child: V) -> ScrollView<State>
where V: View<State>,

Wrap child in a vertical scroll view.

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pub fn on_scroll<F>(self, callback: F) -> ScrollView<State>
where F: Fn(&mut State, ScrollInfo) + 'static,

Observe scroll position changes. The callback receives a ScrollInfo snapshot each time the offset or overscroll changes due to input (drag, wheel), and — one event late — for fling/settle motion driven at paint time (the paint pass carries no EventCtx, so the notification is recorded and delivered on the next event, the same controlled-component convention the interactive widgets follow). A Cancel clears any pending notification without firing it.

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pub fn on_refresh_release<F>(self, callback: F) -> ScrollView<State>
where F: Fn(&mut State) + 'static,

The pull-to-refresh trigger: fires on pointer Up when the surface was pulled past the top by more than [REFRESH_TRIGGER_PX] (post-resistance), so an app gets a single “release past threshold” signal without reimplementing overscroll thresholding. Never fires on a Cancel.

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pub fn physics(self, physics: impl ScrollPhysics + 'static) -> ScrollView<State>

Install a custom ScrollPhysics strategy — the pluggable drag-mapping/boundary-rejection/post-release-motion contract described in crate::physics, with the platform-parity physics (crate::physics::parity’s Bouncing/Clamping/ AlwaysScrollable/NeverScrollable) and the pre-seam RubberBand as the built-in implementations.

use frust_widgets::{NeverScrollable, ScrollView, scroll_view, text};
let view: ScrollView<()> = scroll_view(text("hi")).physics(NeverScrollable::new());
§Build/rebuild semantics

A view built (or rebuilt) with .physics(...) installs it on the widget every time — like ScrollView::on_scroll’s erased callback, a trait object isn’t comparable, so this reinstalls unconditionally rather than diffing. A view built (or rebuilt) without .physics(...) leaves whatever the widget already has installed untouched: a fresh build still starts the widget at crate::physics::default_physics (the widget’s own constructor default), but rebuilding from a .physics(...)-carrying view to a plain one does not revert it — there is no spelling for “go back to the default” versus “no opinion this rebuild”, and this picks the latter, the same shape ScrollWidget::effect already followed before this method existed.

Defaults to the platform-adaptive physics (crate::physics::default_physics — Android clamping, elsewhere bouncing) if never called; .physics(RubberBand::new()) is how an app asks for the pre-seam rubber-band feel instead.

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pub fn overscroll_effect(self, effect: OverscrollEffect) -> ScrollView<State>

Select how past-edge pull is visualized. See OverscrollEffect (crate::physics::effect) for the full contract: move the content with the pull, paint a Material-3-Expressive edge stretch about the held edge, or show no visual at all.

use frust_widgets::{OverscrollEffect, ScrollView, scroll_view, text};
let view: ScrollView<()> = scroll_view(text("hi")).overscroll_effect(OverscrollEffect::Stretch);

Plain view-owned data, unlike ScrollView::physics: every build/rebuild carries the current value down to ScrollWidget::effect unconditionally.

Defaults to the effect paired with the platform’s default physics (crate::physics::default_overscroll_effect): the M3E OverscrollEffect::Stretch on Android, translate overscroll (OverscrollEffect::Translate) everywhere else.

Trait Implementations§

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impl<State> View<State> for ScrollView<State>
where State: 'static,

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type Element = ScrollWidget

The retained widget this view produces.
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fn build(&self, ctx: &mut BuildCtx<'_>) -> ScrollWidget

Materialise a fresh widget for this view.
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fn rebuild( &self, prev: &ScrollView<State>, element: &mut ScrollWidget, ctx: &mut BuildCtx<'_>, ) -> ChangeFlags

Reconcile prev (the previous view of the same type) against the live element, mutating it in place and reporting what changed.
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fn teardown(&self, element: &mut ScrollWidget, ctx: &mut BuildCtx<'_>)

Tear down element when this view is being removed. Read more
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fn message(&self, _element: &mut Self::Element, _state: &mut State)

Deliver an event message to this view, mutating application state. Read more

Auto Trait Implementations§

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impl<State> !RefUnwindSafe for ScrollView<State>

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impl<State> !Send for ScrollView<State>

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impl<State> !Sync for ScrollView<State>

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impl<State> !UnwindSafe for ScrollView<State>

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impl<State> Freeze for ScrollView<State>

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impl<State> Unpin for ScrollView<State>

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impl<State> UnsafeUnpin for ScrollView<State>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

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impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

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impl<T> Downcast for T
where T: Any,

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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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impl<T> ErasedDestructor for T
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Borrows the value.
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