pub struct RenderWrap { /* private fields */ }Expand description
Displays its children in multiple horizontal or vertical runs.
A RenderWrap lays out each child and attempts to place the child adjacent to the previous
child in the main axis, given by direction, leaving
spacing space in between. If there is not enough space to fit the child,
RenderWrap creates a new run adjacent to the existing children in the cross axis.
After all the children have been allocated to runs, the children within the runs are
positioned according to the alignment in the main axis and according
to the cross_axis_alignment in the cross axis.
The runs themselves are then positioned in the cross axis according to the
run_spacing and run_alignment.
Implementations§
Source§impl RenderWrap
impl RenderWrap
Sourcepub fn new(app: &mut App) -> RenderHandle<RenderWrap>
pub fn new(app: &mut App) -> RenderHandle<RenderWrap>
Sourcepub fn direction(self: RenderHandle<Self>, app: &App) -> Axis
pub fn direction(self: RenderHandle<Self>, app: &App) -> Axis
The direction to use as the main axis.
For example, if direction is Axis::Horizontal, the default, the
children are placed adjacent to one another in a horizontal run until the available
horizontal space is consumed, at which point a subsequent children are placed in a new
run vertically adjacent to the previous run.
Sourcepub fn set_direction(self: RenderHandle<Self>, app: &mut App, value: Axis)
pub fn set_direction(self: RenderHandle<Self>, app: &mut App, value: Axis)
Sets direction.
Sourcepub fn alignment(self: RenderHandle<Self>, app: &App) -> WrapAlignment
pub fn alignment(self: RenderHandle<Self>, app: &App) -> WrapAlignment
How the children within a run should be placed in the main axis.
For example, if alignment is WrapAlignment::Center, the
children in each run are grouped together in the center of their run in the main axis.
Defaults to WrapAlignment::Start.
See also:
run_alignment, which controls how the runs are placed relative to each other in the cross axis.cross_axis_alignment, which controls how the children within each run are placed relative to each other in the cross axis.
Sourcepub fn set_alignment(
self: RenderHandle<Self>,
app: &mut App,
value: WrapAlignment,
)
pub fn set_alignment( self: RenderHandle<Self>, app: &mut App, value: WrapAlignment, )
Sets alignment.
Sourcepub fn spacing(self: RenderHandle<Self>, app: &App) -> f64
pub fn spacing(self: RenderHandle<Self>, app: &App) -> f64
How much space to place between children in a run in the main axis.
For example, if spacing is 10.0, the children will be spaced at least
10.0 logical pixels apart in the main axis.
If there is additional free space in a run (e.g., because the wrap has a minimum size
that is not filled or because some runs are longer than others), the additional free
space will be allocated according to the alignment.
Defaults to 0.0.
Sourcepub fn set_spacing(self: RenderHandle<Self>, app: &mut App, value: f64)
pub fn set_spacing(self: RenderHandle<Self>, app: &mut App, value: f64)
Sets spacing.
Sourcepub fn run_alignment(self: RenderHandle<Self>, app: &App) -> WrapAlignment
pub fn run_alignment(self: RenderHandle<Self>, app: &App) -> WrapAlignment
How the runs themselves should be placed in the cross axis.
For example, if run_alignment is WrapAlignment::Center, the
runs are grouped together in the center of the overall RenderWrap in the cross axis.
Defaults to WrapAlignment::Start.
See also:
alignment, which controls how the children within each run are placed relative to each other in the main axis.cross_axis_alignment, which controls how the children within each run are placed relative to each other in the cross axis.
Sourcepub fn set_run_alignment(
self: RenderHandle<Self>,
app: &mut App,
value: WrapAlignment,
)
pub fn set_run_alignment( self: RenderHandle<Self>, app: &mut App, value: WrapAlignment, )
Sets run_alignment.
Sourcepub fn run_spacing(self: RenderHandle<Self>, app: &App) -> f64
pub fn run_spacing(self: RenderHandle<Self>, app: &App) -> f64
How much space to place between the runs themselves in the cross axis.
For example, if run_spacing is 10.0, the runs will be spaced at
least 10.0 logical pixels apart in the cross axis.
If there is additional free space in the overall RenderWrap (e.g., because the wrap
has a minimum size that is not filled), the additional free space will be allocated
according to the run_alignment.
Defaults to 0.0.
Sourcepub fn set_run_spacing(self: RenderHandle<Self>, app: &mut App, value: f64)
pub fn set_run_spacing(self: RenderHandle<Self>, app: &mut App, value: f64)
Sets run_spacing.
Sourcepub fn cross_axis_alignment(
self: RenderHandle<Self>,
app: &App,
) -> WrapCrossAlignment
pub fn cross_axis_alignment( self: RenderHandle<Self>, app: &App, ) -> WrapCrossAlignment
How the children within a run should be aligned relative to each other in the cross axis.
For example, if this is set to WrapCrossAlignment::End, and the
direction is Axis::Horizontal, then the children within each
run will have their bottom edges aligned to the bottom edge of the run.
Defaults to WrapCrossAlignment::Start.
See also:
alignment, which controls how the children within each run are placed relative to each other in the main axis.run_alignment, which controls how the runs are placed relative to each other in the cross axis.
Sourcepub fn set_cross_axis_alignment(
self: RenderHandle<Self>,
app: &mut App,
value: WrapCrossAlignment,
)
pub fn set_cross_axis_alignment( self: RenderHandle<Self>, app: &mut App, value: WrapCrossAlignment, )
Sets cross_axis_alignment.
Sourcepub fn text_direction(
self: RenderHandle<Self>,
app: &App,
) -> Option<TextDirection>
pub fn text_direction( self: RenderHandle<Self>, app: &App, ) -> Option<TextDirection>
Determines the order to lay children out horizontally and how to interpret start and
end in the horizontal direction.
If the direction is Axis::Horizontal, this controls the order in
which children are positioned (left-to-right or right-to-left), and the meaning of the
alignment property’s WrapAlignment::Start and
WrapAlignment::End values.
If the direction is Axis::Horizontal, and either the
alignment is either WrapAlignment::Start or
WrapAlignment::End, or there’s more than one child, then the
text_direction must not be None.
If the direction is Axis::Vertical, this controls the order in
which runs are positioned, the meaning of the run_alignment
property’s WrapAlignment::Start and WrapAlignment::End values, as well as the
cross_axis_alignment property’s
WrapCrossAlignment::Start and WrapCrossAlignment::End values.
If the direction is Axis::Vertical, and either the
run_alignment is either WrapAlignment::Start or
WrapAlignment::End, the cross_axis_alignment is
either WrapCrossAlignment::Start or WrapCrossAlignment::End, or there’s more
than one child, then the text_direction must not be None.
Sourcepub fn set_text_direction(
self: RenderHandle<Self>,
app: &mut App,
value: Option<TextDirection>,
)
pub fn set_text_direction( self: RenderHandle<Self>, app: &mut App, value: Option<TextDirection>, )
Sets text_direction.
Sourcepub fn vertical_direction(
self: RenderHandle<Self>,
app: &App,
) -> VerticalDirection
pub fn vertical_direction( self: RenderHandle<Self>, app: &App, ) -> VerticalDirection
Determines the order to lay children out vertically and how to interpret start and
end in the vertical direction.
If the direction is Axis::Vertical, this controls which order
children are painted in (down or up), the meaning of the alignment
property’s WrapAlignment::Start and WrapAlignment::End values.
If the direction is Axis::Horizontal, this controls the order
in which runs are positioned, the meaning of the run_alignment
property’s WrapAlignment::Start and WrapAlignment::End values, as well as the
cross_axis_alignment property’s
WrapCrossAlignment::Start and WrapCrossAlignment::End values.
Sourcepub fn set_vertical_direction(
self: RenderHandle<Self>,
app: &mut App,
value: VerticalDirection,
)
pub fn set_vertical_direction( self: RenderHandle<Self>, app: &mut App, value: VerticalDirection, )
Sets vertical_direction.
Sourcepub fn clip_behavior(self: RenderHandle<Self>, app: &App) -> Clip
pub fn clip_behavior(self: RenderHandle<Self>, app: &App) -> Clip
The content will be clipped (or not) according to this option.
Defaults to Clip::None.
Sourcepub fn set_clip_behavior(self: RenderHandle<Self>, app: &mut App, value: Clip)
pub fn set_clip_behavior(self: RenderHandle<Self>, app: &mut App, value: Clip)
Sets clip_behavior.
Trait Implementations§
Source§impl ContainerRenderObjectMixin for RenderWrap
impl ContainerRenderObjectMixin for RenderWrap
Source§type ChildType = AnyRenderBox
type ChildType = AnyRenderBox
ChildType: the protocol of this render object’s children.Source§type ParentDataType = WrapParentData
type ParentDataType = WrapParentData
ParentDataType: the parent data this render object installs on its children.Source§fn container_data(
self: RenderHandle<Self>,
app: &App,
) -> &ContainerRenderObjectData<AnyRenderBox>
fn container_data( self: RenderHandle<Self>, app: &App, ) -> &ContainerRenderObjectData<AnyRenderBox>
Source§fn container_data_mut(
self: RenderHandle<Self>,
app: &mut App,
) -> &mut ContainerRenderObjectData<AnyRenderBox>
fn container_data_mut( self: RenderHandle<Self>, app: &mut App, ) -> &mut ContainerRenderObjectData<AnyRenderBox>
container_data.Source§fn child_count(self: RenderHandle<Self>, app: &App) -> usize
fn child_count(self: RenderHandle<Self>, app: &App) -> usize
Source§fn insert(
self: RenderHandle<Self>,
app: &mut App,
child: Self::ChildType,
after: Option<Self::ChildType>,
)
fn insert( self: RenderHandle<Self>, app: &mut App, child: Self::ChildType, after: Option<Self::ChildType>, )
Source§fn add(self: RenderHandle<Self>, app: &mut App, child: Self::ChildType)
fn add(self: RenderHandle<Self>, app: &mut App, child: Self::ChildType)
Source§fn add_all(
self: RenderHandle<Self>,
app: &mut App,
children: Option<Vec<Self::ChildType>>,
)
fn add_all( self: RenderHandle<Self>, app: &mut App, children: Option<Vec<Self::ChildType>>, )
Source§fn remove(self: RenderHandle<Self>, app: &mut App, child: Self::ChildType)
fn remove(self: RenderHandle<Self>, app: &mut App, child: Self::ChildType)
Source§fn remove_all(self: RenderHandle<Self>, app: &mut App)
fn remove_all(self: RenderHandle<Self>, app: &mut App)
Source§fn move_child(
self: RenderHandle<Self>,
app: &mut App,
child: Self::ChildType,
after: Option<Self::ChildType>,
)
fn move_child( self: RenderHandle<Self>, app: &mut App, child: Self::ChildType, after: Option<Self::ChildType>, )
child in the child list to be after another child. Read moreSource§fn did_attach(
self: RenderHandle<Self>,
app: &mut App,
owner: Handle<PipelineOwner>,
)
fn did_attach( self: RenderHandle<Self>, app: &mut App, owner: Handle<PipelineOwner>, )
attach override: attaches every child in the list.Source§fn did_detach(self: RenderHandle<Self>, app: &mut App)
fn did_detach(self: RenderHandle<Self>, app: &mut App)
detach override: detaches every child in the list.Source§fn redepth_children(self: RenderHandle<Self>, app: &mut App)
fn redepth_children(self: RenderHandle<Self>, app: &mut App)
redepthChildren: walks the child list.Source§fn visit_children(
self: RenderHandle<Self>,
app: &App,
visitor: &mut dyn FnMut(AnyRenderObject),
)
fn visit_children( self: RenderHandle<Self>, app: &App, visitor: &mut dyn FnMut(AnyRenderObject), )
visitChildren: walks the child list.Source§fn first_child(self: RenderHandle<Self>, app: &App) -> Option<Self::ChildType>
fn first_child(self: RenderHandle<Self>, app: &App) -> Option<Self::ChildType>
Source§fn last_child(self: RenderHandle<Self>, app: &App) -> Option<Self::ChildType>
fn last_child(self: RenderHandle<Self>, app: &App) -> Option<Self::ChildType>
Source§fn child_before(
self: RenderHandle<Self>,
app: &App,
child: Self::ChildType,
) -> Option<Self::ChildType>
fn child_before( self: RenderHandle<Self>, app: &App, child: Self::ChildType, ) -> Option<Self::ChildType>
Source§fn child_after(
self: RenderHandle<Self>,
app: &App,
child: Self::ChildType,
) -> Option<Self::ChildType>
fn child_after( self: RenderHandle<Self>, app: &App, child: Self::ChildType, ) -> Option<Self::ChildType>
Source§fn children_as_list(self: RenderHandle<Self>, app: &App) -> Vec<Self::ChildType>
fn children_as_list(self: RenderHandle<Self>, app: &App) -> Vec<Self::ChildType>
Source§impl RenderBox for RenderWrap
impl RenderBox for RenderWrap
Source§fn render_box_data(self: RenderHandle<Self>, app: &App) -> &RenderBoxData
fn render_box_data(self: RenderHandle<Self>, app: &App) -> &RenderBoxData
Source§fn render_box_data_mut(
self: RenderHandle<Self>,
app: &mut App,
) -> &mut RenderBoxData
fn render_box_data_mut( self: RenderHandle<Self>, app: &mut App, ) -> &mut RenderBoxData
render_box_data.Source§fn setup_parent_data(
self: RenderHandle<Self>,
app: &mut App,
child: AnyRenderObject,
)
fn setup_parent_data( self: RenderHandle<Self>, app: &mut App, child: AnyRenderObject, )
BoxParentData unless the child already has it. Read moreSource§fn compute_min_intrinsic_width(
self: RenderHandle<Self>,
app: &mut App,
height: f64,
) -> f64
fn compute_min_intrinsic_width( self: RenderHandle<Self>, app: &mut App, height: f64, ) -> f64
get_min_intrinsic_width.
Do not call this function directly, instead, call
get_min_intrinsic_width. Read moreSource§fn compute_max_intrinsic_width(
self: RenderHandle<Self>,
app: &mut App,
height: f64,
) -> f64
fn compute_max_intrinsic_width( self: RenderHandle<Self>, app: &mut App, height: f64, ) -> f64
get_max_intrinsic_width.
Do not call this function directly, instead, call
get_max_intrinsic_width. Read moreSource§fn compute_min_intrinsic_height(
self: RenderHandle<Self>,
app: &mut App,
width: f64,
) -> f64
fn compute_min_intrinsic_height( self: RenderHandle<Self>, app: &mut App, width: f64, ) -> f64
get_min_intrinsic_height. Do not call this function
directly, instead, call get_min_intrinsic_height. Read moreSource§fn compute_max_intrinsic_height(
self: RenderHandle<Self>,
app: &mut App,
width: f64,
) -> f64
fn compute_max_intrinsic_height( self: RenderHandle<Self>, app: &mut App, width: f64, ) -> f64
get_max_intrinsic_height. Do not call this function
directly, instead, call get_max_intrinsic_height. Read moreSource§fn compute_distance_to_actual_baseline(
self: RenderHandle<Self>,
app: &mut App,
baseline: TextBaseline,
) -> Option<f64>
fn compute_distance_to_actual_baseline( self: RenderHandle<Self>, app: &mut App, baseline: TextBaseline, ) -> Option<f64>
None otherwise. Read moreSource§fn compute_dry_baseline(
self: RenderHandle<Self>,
app: &mut App,
constraints: BoxConstraints,
baseline: TextBaseline,
) -> Option<f64>
fn compute_dry_baseline( self: RenderHandle<Self>, app: &mut App, constraints: BoxConstraints, baseline: TextBaseline, ) -> Option<f64>
get_dry_baseline. Read moreSource§fn compute_dry_layout(
self: RenderHandle<Self>,
app: &mut App,
constraints: BoxConstraints,
) -> Size
fn compute_dry_layout( self: RenderHandle<Self>, app: &mut App, constraints: BoxConstraints, ) -> Size
get_dry_layout. Do not call this
function directly, instead, call get_dry_layout. Read moreSource§fn hit_test_children(
self: RenderHandle<Self>,
app: &mut App,
result: &mut BoxHitTestResult<'_>,
position: Offset,
) -> bool
fn hit_test_children( self: RenderHandle<Self>, app: &mut App, result: &mut BoxHitTestResult<'_>, position: Offset, ) -> bool
Source§fn constraints(self: RenderHandle<Self>, app: &App) -> BoxConstraints
fn constraints(self: RenderHandle<Self>, app: &App) -> BoxConstraints
Source§fn get_min_intrinsic_width(
self: RenderHandle<Self>,
app: &mut App,
height: f64,
) -> f64
fn get_min_intrinsic_width( self: RenderHandle<Self>, app: &mut App, height: f64, ) -> f64
Source§fn get_max_intrinsic_width(
self: RenderHandle<Self>,
app: &mut App,
height: f64,
) -> f64
fn get_max_intrinsic_width( self: RenderHandle<Self>, app: &mut App, height: f64, ) -> f64
Source§fn get_min_intrinsic_height(
self: RenderHandle<Self>,
app: &mut App,
width: f64,
) -> f64
fn get_min_intrinsic_height( self: RenderHandle<Self>, app: &mut App, width: f64, ) -> f64
Source§fn get_max_intrinsic_height(
self: RenderHandle<Self>,
app: &mut App,
width: f64,
) -> f64
fn get_max_intrinsic_height( self: RenderHandle<Self>, app: &mut App, width: f64, ) -> f64
Source§fn get_dry_layout(
self: RenderHandle<Self>,
app: &mut App,
constraints: BoxConstraints,
) -> Size
fn get_dry_layout( self: RenderHandle<Self>, app: &mut App, constraints: BoxConstraints, ) -> Size
Source§fn get_dry_baseline(
self: RenderHandle<Self>,
app: &mut App,
constraints: BoxConstraints,
baseline: TextBaseline,
) -> Option<f64>
fn get_dry_baseline( self: RenderHandle<Self>, app: &mut App, constraints: BoxConstraints, baseline: TextBaseline, ) -> Option<f64>
Source§fn debug_cannot_compute_dry_layout(
self: RenderHandle<Self>,
failure: DryLayoutFailure<'_>,
)
fn debug_cannot_compute_dry_layout( self: RenderHandle<Self>, failure: DryLayoutFailure<'_>, )
compute_dry_layout or
compute_dry_baseline if this box does not support
calculating a dry layout. Read moreSource§fn get_distance_to_baseline(
self: RenderHandle<Self>,
app: &mut App,
baseline: TextBaseline,
only_real: bool,
) -> Option<f64>
fn get_distance_to_baseline( self: RenderHandle<Self>, app: &mut App, baseline: TextBaseline, only_real: bool, ) -> Option<f64>
Source§fn get_distance_to_actual_baseline(
self: RenderHandle<Self>,
app: &mut App,
baseline: TextBaseline,
) -> Option<f64>
fn get_distance_to_actual_baseline( self: RenderHandle<Self>, app: &mut App, baseline: TextBaseline, ) -> Option<f64>
Source§fn mark_needs_layout(self: RenderHandle<Self>, app: &mut App)
fn mark_needs_layout(self: RenderHandle<Self>, app: &mut App)
Source§fn perform_resize(self: RenderHandle<Self>, app: &mut App)
fn perform_resize(self: RenderHandle<Self>, app: &mut App)
Source§fn apply_paint_transform(
self: RenderHandle<Self>,
app: &App,
child: AnyRenderObject,
transform: &mut Matrix4,
)
fn apply_paint_transform( self: RenderHandle<Self>, app: &App, child: AnyRenderObject, transform: &mut Matrix4, )
Source§fn paint_bounds(self: RenderHandle<Self>, app: &App) -> Rect
fn paint_bounds(self: RenderHandle<Self>, app: &App) -> Rect
Source§fn has_size(self: RenderHandle<Self>, app: &App) -> bool
fn has_size(self: RenderHandle<Self>, app: &App) -> bool
size.Source§fn handle_event(
self: RenderHandle<Self>,
app: &mut App,
event: &PointerEvent,
entry: &BoxHitTestEntry,
)
fn handle_event( self: RenderHandle<Self>, app: &mut App, event: &PointerEvent, entry: &BoxHitTestEntry, )
Source§fn hit_test(
self: RenderHandle<Self>,
app: &mut App,
result: &mut BoxHitTestResult<'_>,
position: Offset,
) -> bool
fn hit_test( self: RenderHandle<Self>, app: &mut App, result: &mut BoxHitTestResult<'_>, position: Offset, ) -> bool
Source§fn hit_test_self(
self: RenderHandle<Self>,
_app: &App,
_position: Offset,
) -> bool
fn hit_test_self( self: RenderHandle<Self>, _app: &App, _position: Offset, ) -> bool
Source§fn set_size(self: RenderHandle<Self>, app: &mut App, size: Size)
fn set_size(self: RenderHandle<Self>, app: &mut App, size: Size)
RenderObject::perform_layout or
RenderObject::perform_resize.Source§fn layout(
self: RenderHandle<Self>,
app: &mut App,
constraints: BoxConstraints,
parent_uses_size: bool,
)
fn layout( self: RenderHandle<Self>, app: &mut App, constraints: BoxConstraints, parent_uses_size: bool, )
AnyRenderBox::layout.Source§fn as_box(self: RenderHandle<Self>) -> AnyRenderBox
fn as_box(self: RenderHandle<Self>) -> AnyRenderBox
RenderBox handle. Free: the vtable is a const, and the id is copied.Source§fn as_object(self: RenderHandle<Self>) -> AnyRenderObject
fn as_object(self: RenderHandle<Self>) -> AnyRenderObject
RenderObject handle, through as_box.Source§fn adopt_child(self: RenderHandle<Self>, app: &mut App, child: AnyRenderObject)
fn adopt_child(self: RenderHandle<Self>, app: &mut App, child: AnyRenderObject)
Source§fn drop_child(self: RenderHandle<Self>, app: &mut App, child: AnyRenderObject)
fn drop_child(self: RenderHandle<Self>, app: &mut App, child: AnyRenderObject)
Source§fn mark_needs_paint(self: RenderHandle<Self>, app: &mut App)
fn mark_needs_paint(self: RenderHandle<Self>, app: &mut App)
Source§fn mark_needs_composited_layer_update(self: RenderHandle<Self>, app: &mut App)
fn mark_needs_composited_layer_update(self: RenderHandle<Self>, app: &mut App)
Source§fn mark_needs_compositing_bits_update(self: RenderHandle<Self>, app: &mut App)
fn mark_needs_compositing_bits_update(self: RenderHandle<Self>, app: &mut App)
Source§fn schedule_initial_layout(self: RenderHandle<Self>, app: &mut App)
fn schedule_initial_layout(self: RenderHandle<Self>, app: &mut App)
Source§fn parent(self: RenderHandle<Self>, app: &App) -> Option<AnyRenderObject>
fn parent(self: RenderHandle<Self>, app: &App) -> Option<AnyRenderObject>
Source§fn owner(self: RenderHandle<Self>, app: &App) -> Option<Handle<PipelineOwner>>
fn owner(self: RenderHandle<Self>, app: &App) -> Option<Handle<PipelineOwner>>
Source§fn debug_needs_layout(self: RenderHandle<Self>, app: &App) -> bool
fn debug_needs_layout(self: RenderHandle<Self>, app: &App) -> bool
Source§impl RenderBoxContainerDefaultsMixin for RenderWrap
impl RenderBoxContainerDefaultsMixin for RenderWrap
Source§fn default_compute_distance_to_first_actual_baseline(
self: RenderHandle<Self>,
app: &mut App,
baseline: TextBaseline,
) -> Option<f64>
fn default_compute_distance_to_first_actual_baseline( self: RenderHandle<Self>, app: &mut App, baseline: TextBaseline, ) -> Option<f64>
Source§fn default_compute_distance_to_highest_actual_baseline(
self: RenderHandle<Self>,
app: &mut App,
baseline: TextBaseline,
) -> Option<f64>
fn default_compute_distance_to_highest_actual_baseline( self: RenderHandle<Self>, app: &mut App, baseline: TextBaseline, ) -> Option<f64>
Source§fn default_hit_test_children(
self: RenderHandle<Self>,
app: &mut App,
result: &mut BoxHitTestResult<'_>,
position: Offset,
) -> bool
fn default_hit_test_children( self: RenderHandle<Self>, app: &mut App, result: &mut BoxHitTestResult<'_>, position: Offset, ) -> bool
Source§fn default_paint(
self: RenderHandle<Self>,
app: &mut App,
context: &mut PaintingContext,
offset: Offset,
)
fn default_paint( self: RenderHandle<Self>, app: &mut App, context: &mut PaintingContext, offset: Offset, )
Source§impl RenderObject for RenderWrap
impl RenderObject for RenderWrap
Source§fn paint(
self: RenderHandle<Self>,
app: &mut App,
context: &mut PaintingContext,
offset: Offset,
)
fn paint( self: RenderHandle<Self>, app: &mut App, context: &mut PaintingContext, offset: Offset, )
Paints the children, clipping them to this wrap when they overflow it and
clip_behavior asks for it.
Source§fn dispose(self: RenderHandle<Self>, app: &mut App)
fn dispose(self: RenderHandle<Self>, app: &mut App)
Flutter’s dispose: drop the clip layer handle, then super.dispose().
Source§fn render_object_data(self: RenderHandle<Self>, app: &App) -> &RenderObjectData
fn render_object_data(self: RenderHandle<Self>, app: &App) -> &RenderObjectData
Source§fn render_object_data_mut(
self: RenderHandle<Self>,
app: &mut App,
) -> &mut RenderObjectData
fn render_object_data_mut( self: RenderHandle<Self>, app: &mut App, ) -> &mut RenderObjectData
render_object_data.Source§fn perform_layout(self: RenderHandle<Self>, app: &mut App)
fn perform_layout(self: RenderHandle<Self>, app: &mut App)
Source§fn visit_children(
self: RenderHandle<Self>,
app: &App,
visitor: &mut dyn FnMut(AnyRenderObject),
)
fn visit_children( self: RenderHandle<Self>, app: &App, visitor: &mut dyn FnMut(AnyRenderObject), )
visitor for each immediate child.Source§fn did_attach(
self: RenderHandle<Self>,
app: &mut App,
owner: Handle<PipelineOwner>,
)
fn did_attach( self: RenderHandle<Self>, app: &mut App, owner: Handle<PipelineOwner>, )
attach override after super.attach(owner); the base body has
already run. The default attaches the children reported by
visit_children.Source§fn did_detach(self: RenderHandle<Self>, app: &mut App)
fn did_detach(self: RenderHandle<Self>, app: &mut App)
detach override after super.detach(). The default detaches
the children reported by visit_children.Source§fn redepth_children(self: RenderHandle<Self>, app: &mut App)
fn redepth_children(self: RenderHandle<Self>, app: &mut App)
visit_children.Source§fn as_render_object(self: RenderHandle<Self>, app: &App) -> AnyRenderObject
fn as_render_object(self: RenderHandle<Self>, app: &App) -> AnyRenderObject
RenderObject: this object’s
type-erased handle, through the vtable the protocol recorded when it created it.Source§fn perform_resize(self: RenderHandle<Self>, _app: &mut App)
fn perform_resize(self: RenderHandle<Self>, _app: &mut App)
Source§fn setup_parent_data(
self: RenderHandle<Self>,
app: &mut App,
child: AnyRenderObject,
)
fn setup_parent_data( self: RenderHandle<Self>, app: &mut App, child: AnyRenderObject, )
child if it has none. Read moreSource§fn sized_by_parent(self: RenderHandle<Self>, _app: &App) -> bool
fn sized_by_parent(self: RenderHandle<Self>, _app: &App) -> bool
Source§fn apply_paint_transform(
self: RenderHandle<Self>,
app: &App,
child: AnyRenderObject,
transform: &mut Matrix4,
)
fn apply_paint_transform( self: RenderHandle<Self>, app: &App, child: AnyRenderObject, transform: &mut Matrix4, )
Source§fn is_repaint_boundary(self: RenderHandle<Self>, _app: &App) -> bool
fn is_repaint_boundary(self: RenderHandle<Self>, _app: &App) -> bool
Source§fn always_needs_compositing(self: RenderHandle<Self>, _app: &App) -> bool
fn always_needs_compositing(self: RenderHandle<Self>, _app: &App) -> bool
Source§fn mouse_tracker_annotation(
self: RenderHandle<Self>,
_app: &App,
) -> Option<MouseTrackerAnnotation>
fn mouse_tracker_annotation( self: RenderHandle<Self>, _app: &App, ) -> Option<MouseTrackerAnnotation>
this is MouseTrackerAnnotation: the annotation this render object implements,
read live each time the mouse tracker consults it. None for a render object that is
not an annotation, which is the default.Source§fn update_composited_layer(
self: RenderHandle<Self>,
app: &mut App,
old_layer: Option<AnyOffsetLayer>,
) -> AnyOffsetLayer
fn update_composited_layer( self: RenderHandle<Self>, app: &mut App, old_layer: Option<AnyOffsetLayer>, ) -> AnyOffsetLayer
Source§fn show_on_screen(
self: RenderHandle<Self>,
app: &mut App,
descendant: Option<AnyRenderObject>,
rect: Option<Rect>,
duration: Duration,
curve: Rc<dyn Curve>,
)
fn show_on_screen( self: RenderHandle<Self>, app: &mut App, descendant: Option<AnyRenderObject>, rect: Option<Rect>, duration: Duration, curve: Rc<dyn Curve>, )
RenderObject visible on screen. Read moreAuto Trait Implementations§
impl !RefUnwindSafe for RenderWrap
impl !Send for RenderWrap
impl !Sync for RenderWrap
impl !UnwindSafe for RenderWrap
impl Freeze for RenderWrap
impl Unpin for RenderWrap
impl UnsafeUnpin for RenderWrap
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
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> ContainerRenderObjectBase for Twhere
T: ContainerRenderObjectMixin,
impl<T> ContainerRenderObjectBase for Twhere
T: ContainerRenderObjectMixin,
Source§fn insert(
self: RenderHandle<Self>,
app: &mut App,
child: Self::ChildType,
after: Option<Self::ChildType>,
)
fn insert( self: RenderHandle<Self>, app: &mut App, child: Self::ChildType, after: Option<Self::ChildType>, )
ContainerRenderObjectMixin.insert.Source§fn remove(self: RenderHandle<Self>, app: &mut App, child: Self::ChildType)
fn remove(self: RenderHandle<Self>, app: &mut App, child: Self::ChildType)
ContainerRenderObjectMixin.remove.Source§fn remove_all(self: RenderHandle<Self>, app: &mut App)
fn remove_all(self: RenderHandle<Self>, app: &mut App)
ContainerRenderObjectMixin.removeAll.Source§fn move_child(
self: RenderHandle<Self>,
app: &mut App,
child: Self::ChildType,
after: Option<Self::ChildType>,
)
fn move_child( self: RenderHandle<Self>, app: &mut App, child: Self::ChildType, after: Option<Self::ChildType>, )
ContainerRenderObjectMixin.move.impl<T> Read<Exclusive, BecauseExclusive> for Twhere
T: ?Sized,
Source§impl<T> RenderObjectBase for Twhere
T: RenderObject,
impl<T> RenderObjectBase for Twhere
T: RenderObject,
Source§fn dispose(self: RenderHandle<Self>, app: &mut App)
fn dispose(self: RenderHandle<Self>, app: &mut App)
RenderObject.dispose body: releases the layer handle. An override calls it
last, where Dart writes super.dispose().Source§fn mark_needs_layout(self: RenderHandle<Self>, app: &mut App)
fn mark_needs_layout(self: RenderHandle<Self>, app: &mut App)
RenderObject.markNeedsLayout body; an override calls it where Dart writes
super.markNeedsLayout().Source§fn show_on_screen(
self: RenderHandle<Self>,
app: &mut App,
descendant: Option<AnyRenderObject>,
rect: Option<Rect>,
duration: Duration,
curve: Rc<dyn Curve>,
)
fn show_on_screen( self: RenderHandle<Self>, app: &mut App, descendant: Option<AnyRenderObject>, rect: Option<Rect>, duration: Duration, curve: Rc<dyn Curve>, )
RenderObject.showOnScreen.