pub struct WidgetStates<'a> { /* private fields */ }Implementations§
Source§impl<'a> WidgetStates<'a>
impl<'a> WidgetStates<'a>
pub const fn new(states: &'a [RenderState]) -> Self
pub fn get_state<ID: WidgetId>(&self, widget_id: ID) -> GuiResult<&RenderState>
pub fn set_status<ID: WidgetId>( &self, widget_id: ID, status: RenderStatus, ) -> bool
pub fn compare_set<ID: WidgetId>( &self, widget_id: ID, value: RenderStatus, ) -> bool
pub fn force_redraw_all(&self)
pub fn force_redraw_range<ID: WidgetId>(&self, start: ID, end: ID)
pub fn force_redraw_multi<ID: WidgetId>(&self, widget_ids: &[ID])
pub fn force_redraw<ID: WidgetId>(&self, widget_id: ID)
Source§impl<'a> WidgetStates<'a>
impl<'a> WidgetStates<'a>
pub fn should_redraw<ID: WidgetId>(&self, widget_id: ID) -> bool
pub fn should_redraw_multi<ID: WidgetId>(&self, widget_ids: &[ID]) -> bool
pub fn should_redraw_static(&self) -> bool
pub fn should_redraw_any(&self) -> bool
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for WidgetStates<'a>
impl<'a> !RefUnwindSafe for WidgetStates<'a>
impl<'a> !Send for WidgetStates<'a>
impl<'a> !Sync for WidgetStates<'a>
impl<'a> Unpin for WidgetStates<'a>
impl<'a> UnsafeUnpin for WidgetStates<'a>
impl<'a> !UnwindSafe for WidgetStates<'a>
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