pub struct Node {Show 13 fields
pub id: NodeId,
pub kind: NodeKind,
pub state: NodeState,
pub label: String,
pub pos: Vec2,
pub intrinsic_size: Vec2,
pub footprint: Vec2,
pub resize_footprint: Option<Vec2>,
pub pinned: bool,
pub anchor: bool,
pub visibility: Visibility,
pub last_touch_ms: u64,
pub decay: DecayLevel,
}Expand description
A Node is the universal “thing” that exists in the Field.
Fields§
§id: NodeId§kind: NodeKind§state: NodeState§label: String§pos: Vec2Center position in Field coordinates.
intrinsic_size: Vec2§footprint: Vec2§resize_footprint: Option<Vec2>§pinned: boolPinned in place (movement constraint). This was previously called anchored.
anchor: boolRouting marker: important node that should always be surfaced in navigation (Bearings/Lens). Does NOT bypass visibility rules.
visibility: VisibilitySemantic visibility / participation flags.
last_touch_ms: u64§decay: DecayLevelTrait Implementations§
Auto Trait Implementations§
impl Freeze for Node
impl RefUnwindSafe for Node
impl Send for Node
impl Sync for Node
impl Unpin for Node
impl UnsafeUnpin for Node
impl UnwindSafe for Node
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