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UiAction

Enum UiAction 

Source
pub enum UiAction {
Show 107 variants SetProjectPalette(Box<Option<Palette>>), SetProjectPatch(Box<Patch>), SetGridSize(usize, usize), SetGridHighlight(GridHighlight), SetProjectChannelOverwrites(ChannelOverwrites), SetProjectOutputRoutings(Arc<OutputRoutings>), SetProjectArtnetConfig(Box<ArtnetConfig>), SetProjectTriggerInputs(Box<TriggerInputs>), SetMidiActiveMappings(HashMap<String, Option<AssetId<MidiController>>>), SetProjectArtnetControl(ArtnetControlConfig), SetProjectOsc(OscConfig), ReplaceSceneInstance(GridLocation, Option<Box<SceneInstance>>), CloseProject, SetOutputRoutings(Arc<OutputRoutings>), AddScene(GridLocation, AssetId<Scene>), SetProject(AssetId<Project>), SelectScene(SceneInstanceUnion), SelectSceneByLocation(GridLocation), SelectSceneRelative(i32), SelectSceneEffect(usize), SelectSceneEffectRelative(i32), DeleteSceneInstance { location: GridLocation, }, DeleteSceneInstancePath(SceneInstanceUnion), CloneSceneInstance(GridLocation), CloneSceneInstancePath(SceneInstanceUnion), ReloadShaderCode(Option<AssetId<Animation>>), Tap, SpeedAdd(f32), SpeedMultiply(f32), SetBlackout(bool), ToggleBlackout, SetSceneOpacity(SceneInstanceUnion, f32), ToggleSceneActive(SceneInstanceUnion), SetSceneActive(SceneInstanceUnion, bool), SetSceneFlash(SceneInstanceUnion, bool), SetMainDimmer(f32), AddMainDimmer(f32), MidiOutputActive(bool), SwapScenes(GridLocation, GridLocation), SetSceneName(SceneInstanceUnion, String), SetSceneColor(SceneInstanceUnion, SceneInstanceColor), SetSceneInputDimmer(SceneInstanceUnion, f32), SetSceneIgnoreMainDimmer(SceneInstanceUnion, bool), SetSceneBeatOffset(SceneInstanceUnion, f32), SetSceneSetOffsetOnFlash(SceneInstanceUnion, bool), SetSceneOpacityMultiplier(SceneInstanceUnion, f32), SetSceneOpacityCurve(SceneInstanceUnion, Option<AssetId<Curve>>), SetSceneBeatOffsetMultiplier(SceneInstanceUnion, f32), SetSceneBeatOffsetCurve(SceneInstanceUnion, Option<AssetId<Curve>>), SetSceneActivationInput(SceneInstanceUnion, Option<InputEvent>), SetSceneFlashInput(SceneInstanceUnion, Option<InputEvent>), SetSceneDimmerInput(SceneInstanceUnion, Option<InputEvent>), SetScenePaletteOverwriteFromAsset(SceneInstanceUnion, Option<Option<AssetId<Palette>>>), SetScenePaletteOverwritePrimary(SceneInstanceUnion, [f32; 3]), SetScenePaletteOverwriteSecondary(SceneInstanceUnion, [f32; 3]), SetScenePaletteOverwriteGradient(SceneInstanceUnion, usize, [f32; 3]), SetProjectPaletteFromAsset(Option<AssetId<Palette>>), SetProjectPalettePrimary([f32; 3]), SetProjectPaletteSecondary([f32; 3]), SetProjectPaletteGradient(usize, [f32; 3]), SetProjectArtnetControlActive(bool), SetProjectArtnetControlUniverse(u16), SetProjectOscActive(bool), SetProjectOscPort(u16), AddProjectTapInputArtnet(u16), RemoveProjectTapInputArtnet(u16), ClearProjectTapInput, AddProjectBlackoutInputArtnet(u16), RemoveProjectBlackoutInputArtnet(u16), ClearProjectBlackoutInput, AddProjectBlackoutHoldInputArtnet(u16), RemoveProjectBlackoutHoldInputArtnet(u16), ClearProjectBlackoutHoldInput, AddProjectHalfInputArtnet(u16), RemoveProjectHalfInputArtnet(u16), ClearProjectHalfInput, AddProjectDoubleInputArtnet(u16), RemoveProjectDoubleInputArtnet(u16), ClearProjectDoubleInput, SetSceneEffectOpacity(SceneInstanceUnion, usize, f32), SetSceneEffectOpacityMultiplier(SceneInstanceUnion, usize, f32), SetSceneEffectOpacityCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>), SetSceneEffectColorShift(SceneInstanceUnion, usize, f32), SetSceneEffectColorShiftMultiplier(SceneInstanceUnion, usize, f32), SetSceneEffectColorShiftCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>), SetSceneEffectBeatProgression(SceneInstanceUnion, usize, f32), SetSceneEffectBeatProgressionMultiplier(SceneInstanceUnion, usize, f32), SetSceneEffectBeatProgressionCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>), SetSceneEffectBeatOffset(SceneInstanceUnion, usize, f32), SetSceneEffectBeatOffsetMultiplier(SceneInstanceUnion, usize, f32), SetSceneEffectBeatOffsetCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>), SetSceneEffectSpeedExponent(SceneInstanceUnion, usize, i32), SetSceneEffectLayout(SceneInstanceUnion, usize, Option<usize>), SetSceneEffectAnimation(SceneInstanceUnion, usize, Option<AssetId<Animation>>), SetSceneEffectAnimationConfigU32(SceneInstanceUnion, usize, usize, u32), SetSceneEffectAnimationConfigF32(SceneInstanceUnion, usize, usize, f32), SetSceneEffectAnimationConfigF32Multiplier(SceneInstanceUnion, usize, usize, f32), AddSceneEffect(SceneInstanceUnion), RemoveSceneEffect(SceneInstanceUnion, usize), CloneSceneEffect(SceneInstanceUnion, usize), SetAnimationShaderCode(AssetId<Animation>, String), AddAnimationArgument(AssetId<Animation>), RemoveAnimationArgument(AssetId<Animation>, usize), SetAnimationArgumentName(AssetId<Animation>, usize, String), SetAnimationArgumentKind(AssetId<Animation>, usize, ArgumentKindId), Error(String), SetAudioDevice(Option<AudioDeviceId>),
}

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SetProjectPalette(Box<Option<Palette>>)

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SetProjectPatch(Box<Patch>)

The patch the fixture editor applied.

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SetGridSize(usize, usize)

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SetGridHighlight(GridHighlight)

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SetProjectChannelOverwrites(ChannelOverwrites)

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SetProjectOutputRoutings(Arc<OutputRoutings>)

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SetProjectArtnetConfig(Box<ArtnetConfig>)

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SetProjectTriggerInputs(Box<TriggerInputs>)

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SetMidiActiveMappings(HashMap<String, Option<AssetId<MidiController>>>)

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SetProjectArtnetControl(ArtnetControlConfig)

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SetProjectOsc(OscConfig)

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ReplaceSceneInstance(GridLocation, Option<Box<SceneInstance>>)

Puts a scene instance at a grid location, or empties it.

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CloseProject

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SetOutputRoutings(Arc<OutputRoutings>)

The output routings of the running output (not yet saved in the project).

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AddScene(GridLocation, AssetId<Scene>)

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SetProject(AssetId<Project>)

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SelectScene(SceneInstanceUnion)

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SelectSceneByLocation(GridLocation)

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SelectSceneRelative(i32)

Selects the scene this many steps away from the selected one, in row-major order over the placed scenes; stops at the first and last.

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SelectSceneEffect(usize)

Selects an effect of the selected scene by its position. It stays selected until another scene is selected, which selects its first.

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SelectSceneEffectRelative(i32)

Selects the effect this many steps away in the selected scene; stops at the first and last.

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DeleteSceneInstance

Fields

§location: GridLocation
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DeleteSceneInstancePath(SceneInstanceUnion)

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CloneSceneInstance(GridLocation)

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CloneSceneInstancePath(SceneInstanceUnion)

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ReloadShaderCode(Option<AssetId<Animation>>)

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Tap

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SpeedAdd(f32)

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SpeedMultiply(f32)

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SetBlackout(bool)

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ToggleBlackout

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SetSceneOpacity(SceneInstanceUnion, f32)

Set opacity for a scene instance

This also activates the scene instance

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ToggleSceneActive(SceneInstanceUnion)

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SetSceneActive(SceneInstanceUnion, bool)

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SetSceneFlash(SceneInstanceUnion, bool)

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SetMainDimmer(f32)

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AddMainDimmer(f32)

Moves the main dimmer by this much, kept within 0 to 1.

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MidiOutputActive(bool)

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SwapScenes(GridLocation, GridLocation)

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SetSceneName(SceneInstanceUnion, String)

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SetSceneColor(SceneInstanceUnion, SceneInstanceColor)

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SetSceneInputDimmer(SceneInstanceUnion, f32)

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SetSceneIgnoreMainDimmer(SceneInstanceUnion, bool)

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SetSceneBeatOffset(SceneInstanceUnion, f32)

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SetSceneSetOffsetOnFlash(SceneInstanceUnion, bool)

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SetSceneOpacityMultiplier(SceneInstanceUnion, f32)

Set only the multiplier of the opacity curve (preserves the curve asset)

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SetSceneOpacityCurve(SceneInstanceUnion, Option<AssetId<Curve>>)

Set only the curve asset for the opacity (preserves the multiplier)

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SetSceneBeatOffsetMultiplier(SceneInstanceUnion, f32)

Set only the multiplier of the beat_offset curve (preserves the curve asset)

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SetSceneBeatOffsetCurve(SceneInstanceUnion, Option<AssetId<Curve>>)

Set only the curve asset for beat_offset (preserves the multiplier)

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SetSceneActivationInput(SceneInstanceUnion, Option<InputEvent>)

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SetSceneFlashInput(SceneInstanceUnion, Option<InputEvent>)

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SetSceneDimmerInput(SceneInstanceUnion, Option<InputEvent>)

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SetScenePaletteOverwriteFromAsset(SceneInstanceUnion, Option<Option<AssetId<Palette>>>)

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SetScenePaletteOverwritePrimary(SceneInstanceUnion, [f32; 3])

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SetScenePaletteOverwriteSecondary(SceneInstanceUnion, [f32; 3])

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SetScenePaletteOverwriteGradient(SceneInstanceUnion, usize, [f32; 3])

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SetProjectPaletteFromAsset(Option<AssetId<Palette>>)

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SetProjectPalettePrimary([f32; 3])

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SetProjectPaletteSecondary([f32; 3])

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SetProjectPaletteGradient(usize, [f32; 3])

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SetProjectArtnetControlActive(bool)

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SetProjectArtnetControlUniverse(u16)

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SetProjectOscActive(bool)

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SetProjectOscPort(u16)

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AddProjectTapInputArtnet(u16)

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RemoveProjectTapInputArtnet(u16)

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ClearProjectTapInput

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AddProjectBlackoutInputArtnet(u16)

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RemoveProjectBlackoutInputArtnet(u16)

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ClearProjectBlackoutInput

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AddProjectBlackoutHoldInputArtnet(u16)

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RemoveProjectBlackoutHoldInputArtnet(u16)

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ClearProjectBlackoutHoldInput

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AddProjectHalfInputArtnet(u16)

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RemoveProjectHalfInputArtnet(u16)

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ClearProjectHalfInput

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AddProjectDoubleInputArtnet(u16)

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RemoveProjectDoubleInputArtnet(u16)

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ClearProjectDoubleInput

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SetSceneEffectOpacity(SceneInstanceUnion, usize, f32)

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SetSceneEffectOpacityMultiplier(SceneInstanceUnion, usize, f32)

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SetSceneEffectOpacityCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>)

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SetSceneEffectColorShift(SceneInstanceUnion, usize, f32)

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SetSceneEffectColorShiftMultiplier(SceneInstanceUnion, usize, f32)

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SetSceneEffectColorShiftCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>)

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SetSceneEffectBeatProgression(SceneInstanceUnion, usize, f32)

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SetSceneEffectBeatProgressionMultiplier(SceneInstanceUnion, usize, f32)

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SetSceneEffectBeatProgressionCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>)

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SetSceneEffectBeatOffset(SceneInstanceUnion, usize, f32)

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SetSceneEffectBeatOffsetMultiplier(SceneInstanceUnion, usize, f32)

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SetSceneEffectBeatOffsetCurve(SceneInstanceUnion, usize, Option<AssetId<Curve>>)

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SetSceneEffectSpeedExponent(SceneInstanceUnion, usize, i32)

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SetSceneEffectLayout(SceneInstanceUnion, usize, Option<usize>)

Stack index into Patch::layout_refs (LayoutRef::stack_index): 0 is the topology, then the layouts in stack order, so a knob can sweep through them. None makes the effect inherit its tile’s layout.

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SetSceneEffectAnimation(SceneInstanceUnion, usize, Option<AssetId<Animation>>)

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SetSceneEffectAnimationConfigU32(SceneInstanceUnion, usize, usize, u32)

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SetSceneEffectAnimationConfigF32(SceneInstanceUnion, usize, usize, f32)

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SetSceneEffectAnimationConfigF32Multiplier(SceneInstanceUnion, usize, usize, f32)

Sets a float setting’s multiplier, keeping its curve and sound trigger; a plain value is set as it is.

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AddSceneEffect(SceneInstanceUnion)

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RemoveSceneEffect(SceneInstanceUnion, usize)

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CloneSceneEffect(SceneInstanceUnion, usize)

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SetAnimationShaderCode(AssetId<Animation>, String)

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AddAnimationArgument(AssetId<Animation>)

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RemoveAnimationArgument(AssetId<Animation>, usize)

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SetAnimationArgumentName(AssetId<Animation>, usize, String)

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SetAnimationArgumentKind(AssetId<Animation>, usize, ArgumentKindId)

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Error(String)

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SetAudioDevice(Option<AudioDeviceId>)

Implementations§

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impl UiAction

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pub fn init_queue() -> Option<Receiver<UiAction>>

Creates the global queue. Call once; a second call returns None.

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pub fn enqueue(self)

Trait Implementations§

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impl Clone for UiAction

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for UiAction

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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<'de> Deserialize<'de> for UiAction

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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 UiAction

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

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl Serialize for UiAction

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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 UiAction

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where T: ?Sized,

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where T: Any + Clone + Send + Sync,

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impl<T> CloneToUninit for T
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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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