pub struct GameView<S: BosStr = DefaultStr> {
pub application_type: ApplicationType<S>,
pub genres: Option<Vec<Genre<S>>>,
pub like_count: Option<i64>,
pub media: Option<Vec<MediaItem<S>>>,
pub name: S,
pub releases: Option<Vec<Release<S>>>,
pub slug: Option<S>,
pub summary: Option<S>,
pub themes: Option<Vec<Theme<S>>>,
pub uri: AtUri<S>,
pub viewer: Option<ViewerState<S>>,
pub extra_data: Option<BTreeMap<SmolStr, Data<S>>>,
}Fields§
§application_type: ApplicationType<S>§genres: Option<Vec<Genre<S>>>§like_count: Option<i64>§media: Option<Vec<MediaItem<S>>>§name: S§releases: Option<Vec<Release<S>>>§slug: Option<S>§summary: Option<S>§themes: Option<Vec<Theme<S>>>§uri: AtUri<S>§viewer: Option<ViewerState<S>>§extra_data: Option<BTreeMap<SmolStr, Data<S>>>Implementations§
Source§impl GameView<DefaultStr>
impl GameView<DefaultStr>
Sourcepub fn new() -> GameViewBuilder<Empty, DefaultStr>
pub fn new() -> GameViewBuilder<Empty, DefaultStr>
Create a new builder for this type, using the default string type (DefaultStr = SmolStr) if needed
Trait Implementations§
Source§impl<'de, S> Deserialize<'de> for GameView<S>where
S: Deserialize<'de> + BosStr,
impl<'de, S> Deserialize<'de> for GameView<S>where
S: Deserialize<'de> + BosStr,
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>,
Deserialize this value from the given Serde deserializer. Read more
impl<S: Eq + BosStr> Eq for GameView<S>
Source§impl<S: BosStr + IntoStatic> IntoStatic for GameView<S>
impl<S: BosStr + IntoStatic> IntoStatic for GameView<S>
Source§impl<S: BosStr> LexiconSchema for GameView<S>
impl<S: BosStr> LexiconSchema for GameView<S>
Source§fn lexicon_doc() -> LexiconDoc<'static>
fn lexicon_doc() -> LexiconDoc<'static>
Generate the lexicon document for this type Read more
Source§fn validate(&self) -> Result<(), ConstraintError>
fn validate(&self) -> Result<(), ConstraintError>
Validate an instance against lexicon constraints Read more
Source§fn inline_schema() -> bool
fn inline_schema() -> bool
Whether this type should be inlined vs referenced Read more
Source§impl<S: PartialEq + BosStr> PartialEq for GameView<S>
impl<S: PartialEq + BosStr> PartialEq for GameView<S>
impl<S: PartialEq + BosStr> StructuralPartialEq for GameView<S>
Auto Trait Implementations§
impl<S> Freeze for GameView<S>where
S: Freeze,
impl<S> RefUnwindSafe for GameView<S>where
S: RefUnwindSafe,
impl<S> Send for GameView<S>where
S: Send,
impl<S> Sync for GameView<S>where
S: Sync,
impl<S> Unpin for GameView<S>where
S: Unpin,
impl<S> UnsafeUnpin for GameView<S>where
S: UnsafeUnpin,
impl<S> UnwindSafe for GameView<S>where
S: UnwindSafe + RefUnwindSafe,
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
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> DeserializeOwned for Twhere
T: for<'de> Deserialize<'de>,
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.