pub enum UiAction {
Show 111 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),
SelectSceneRowRelative(i32),
SelectSceneColumnRelative(i32),
SetMidiMode {
port: String,
mode: u8,
highlight: Option<MidiModeHighlight>,
},
SetTouchedControl {
touch: String,
control: Option<TouchedControl>,
},
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>),
}Variants§
SetProjectPalette(Box<Option<Palette>>)
SetProjectPatch(Box<Patch>)
The patch the fixture editor applied.
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>>)
Puts a scene instance at a grid location, or empties it.
CloseProject
SetOutputRoutings(Arc<OutputRoutings>)
The output routings of the running output (not yet saved in the project).
AddScene(GridLocation, AssetId<Scene>)
SetProject(AssetId<Project>)
SelectScene(SceneInstanceUnion)
SelectSceneByLocation(GridLocation)
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.
SelectSceneRowRelative(i32)
Selects the cell this many rows away from the selected one, in the same column (it may be empty); stops at the first and last row.
SelectSceneColumnRelative(i32)
Selects the cell this many columns away from the selected one, in the same row (it may be empty); stops at the first and last column.
SetMidiMode
Switches the controller on port (a port key, see
normalize_controller_key) to mode mode of its mapping; the
interfaces light up highlight briefly.
SetTouchedControl
A controller’s control touch (a port key and binding) is touched
on control, or let go with None.
SelectSceneEffect(usize)
Selects an effect of the selected scene by its position. It stays selected until another scene is selected, which selects its first.
SelectSceneEffectRelative(i32)
Selects the effect this many steps away in the selected scene; stops at the first and last.
DeleteSceneInstance
Fields
location: GridLocationDeleteSceneInstancePath(SceneInstanceUnion)
CloneSceneInstance(GridLocation)
CloneSceneInstancePath(SceneInstanceUnion)
ReloadShaderCode(Option<AssetId<Animation>>)
Tap
SpeedAdd(f32)
SpeedMultiply(f32)
SetBlackout(bool)
ToggleBlackout
SetSceneOpacity(SceneInstanceUnion, f32)
Set opacity for a scene instance
This also activates the scene instance
ToggleSceneActive(SceneInstanceUnion)
SetSceneActive(SceneInstanceUnion, bool)
SetSceneFlash(SceneInstanceUnion, bool)
SetMainDimmer(f32)
AddMainDimmer(f32)
Moves the main dimmer by this much, kept within 0 to 1.
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)
Set only the multiplier of the opacity curve (preserves the curve asset)
SetSceneOpacityCurve(SceneInstanceUnion, Option<AssetId<Curve>>)
Set only the curve asset for the opacity (preserves the multiplier)
SetSceneBeatOffsetMultiplier(SceneInstanceUnion, f32)
Set only the multiplier of the beat_offset curve (preserves the curve asset)
SetSceneBeatOffsetCurve(SceneInstanceUnion, Option<AssetId<Curve>>)
Set only the curve asset for beat_offset (preserves the multiplier)
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>)
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.
SetSceneEffectAnimation(SceneInstanceUnion, usize, Option<AssetId<Animation>>)
SetSceneEffectAnimationConfigU32(SceneInstanceUnion, usize, usize, u32)
SetSceneEffectAnimationConfigF32(SceneInstanceUnion, usize, usize, f32)
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.
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>)
Implementations§
Trait Implementations§
Source§impl<'de> Deserialize<'de> for UiAction
impl<'de> Deserialize<'de> for UiAction
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
impl StructuralPartialEq for UiAction
Auto Trait Implementations§
impl Freeze for UiAction
impl RefUnwindSafe for UiAction
impl Send for UiAction
impl Sync for UiAction
impl Unpin for UiAction
impl UnsafeUnpin for UiAction
impl UnwindSafe for UiAction
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> DebugAny for T
impl<T> DeserializeOwned for Twhere
T: for<'de> Deserialize<'de>,
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more