Struct mooeye::ui::Transition

source ·
pub struct Transition<T: Copy + Eq + Hash> { /* private fields */ }
Expand description

A Transition stuct that can be added to an UiElement to slowly change that elements properties over time. A transition can change the elements layout, visuals, hover_visuals, content and tooltip by first augmenting the transition with the relevant methods.

Implementations§

source§

impl<T: Copy + Eq + Hash> Transition<T>

source

pub fn new(duration: Duration) -> Self

Creates a new transition with the specified duration and all possible augmentations set to none. Can be used without adding changes to delay transitions added later.

Examples found in repository?
examples/ui_examples/e_messages.rs (line 47)
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    pub fn new(ctx: &Context) -> GameResult<Self> {


        // This title will change based on transitions whenever certain buttons are clicked.
        let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
        // First, we style the title.
        .set_font("Bahnschrift")
        .set_scale(28.)
        .to_owned()
        .to_element_builder(0, ctx)
        // Then, we add a message handler to the element.
        .with_message_handler(

            // The message handle receives a set of messages and a mutable transition vector.
        |messages,_,transitions| {
            let ids = [11,12,13,21,22,23,];

            // We check if any of the buttons that interest us were clicked in the last frame.
            for id in ids{
                for message in messages{
                    if *message == ui::UiMessage::<()>::Clicked(id){

                        // If yes, we add a new transition to the vector.
                        transitions.push_back(
                            // Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
                            ui::Transition::new(Duration::ZERO)
                            // Here, we add a new content that will replace the old text once the transition completes.
                            .with_new_content(Text::new(format!(
                                "Move this element with the buttons.\nYou clicked a button with id {}.",
                                id
                            ))
                            .set_font("Bahnschrift")
                            .set_scale(24.)
                            .to_owned())
                        )
                        
                    }
                }
            }
        })
        .build();

        // Define a general visual style to use for all buttons.
        let vis = ui::Visuals::new(
            Color::from_rgb(77, 109, 191),
            Color::from_rgb(55, 67, 87),
            2.,
            4.,
        );

        // Create a grid box to hold all buttons.
        let mut grid_box = ui::containers::GridBox::new(2, 3);

        // Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
        let vert_up = Text::new(" ^ ")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(11, ctx)
            .with_visuals(vis) 
            // We can also set a sound to be played on click/key press
            .with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
            .build();
        grid_box
            .add(vert_up, 0, 0)?;

        let vert_ce = Text::new(" . ")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(12, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(vert_ce, 0, 1)?;

        let vert_do = Text::new(" v ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(13, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(vert_do, 0, 2)?;

        let hor_up = Text::new(" < ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(21, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_up, 1, 0)?;

        let hor_ce = Text::new(" . ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(22, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_ce, 1, 1)?;

        let hor_do = Text::new(" > ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(23, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_do, 1, 2)?;

        // The well-known back button will take us back to scene select.
        let back = Text::new("Back")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(1, ctx)
            .with_visuals(vis)
            .as_fill()
            .build();

        
        // We create a general VBox to contain our UI
        // We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
        let gui_box = ui::containers::VerticalBox::new_spaced(6.)
        .to_element_builder(0, ctx)
        // We put the title, grid and back button together in a box.
        .with_child(title)
        .with_child(grid_box.to_element(30, ctx))
        .with_child(back)
        .with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
        .with_visuals(ui::Visuals::new(
            Color::from_rgb(120, 170, 200),
            Color::from_rgb(55, 67, 87),
            2.,
            0.,
        ))
        // Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
        // that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
        // the relevant parts of the layout without having to recreate it from scratch.
        .with_message_handler(|messages, layout, transitions| {
            // This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
            if !transitions.is_empty() {
                return;
            }
            let vert_map = HashMap::from([
                (11, ui::Alignment::Min),
                (12, ui::Alignment::Center),
                (13, ui::Alignment::Max),
            ]);
            let hor_map = HashMap::from([
                (21, ui::Alignment::Min),
                (22, ui::Alignment::Center),
                (23, ui::Alignment::Max),
            ]);
            // Check if any vertical buttons were clicked.
            for (key, val) in vert_map {
                if messages.contains(&ui::UiMessage::Triggered(key)) {
                    transitions.push_back(
                        // If yes, add a transition.
                        ui::Transition::new(Duration::from_secs_f32(1.5))
                        // This time, we don't change the content, but the layout.
                        // Layout, visuals and hover_visuals are not  changed on completion like content, but instead applied gradually.
                        .with_new_layout(ui::Layout{
                            y_alignment: val,
                            ..layout
                        }),
                    );
                }
            }
            // Repeat for horizontal keys.
            for (key, val) in hor_map {
                if messages.contains(&ui::UiMessage::Triggered(key)) {
                    transitions.push_back(
                        ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
                            x_alignment: val,
                            ..layout
                        }),
                    );
                }
            }
        })
        .build();

        // Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements

        Ok(Self {
            gui: ui::containers::StackBox::new()
            .to_element_builder(100, ctx)
            .as_fill()
            .with_child(gui_box)
            .build()
        })
    }
source

pub fn with_new_layout(self, new_layout: Layout) -> Self

Augments this transition to now (gradually) change the layout of the UiElement it is added to, moving it smoothly between the two positions.

Examples found in repository?
examples/ui_examples/e_messages.rs (lines 179-182)
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    pub fn new(ctx: &Context) -> GameResult<Self> {


        // This title will change based on transitions whenever certain buttons are clicked.
        let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
        // First, we style the title.
        .set_font("Bahnschrift")
        .set_scale(28.)
        .to_owned()
        .to_element_builder(0, ctx)
        // Then, we add a message handler to the element.
        .with_message_handler(

            // The message handle receives a set of messages and a mutable transition vector.
        |messages,_,transitions| {
            let ids = [11,12,13,21,22,23,];

            // We check if any of the buttons that interest us were clicked in the last frame.
            for id in ids{
                for message in messages{
                    if *message == ui::UiMessage::<()>::Clicked(id){

                        // If yes, we add a new transition to the vector.
                        transitions.push_back(
                            // Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
                            ui::Transition::new(Duration::ZERO)
                            // Here, we add a new content that will replace the old text once the transition completes.
                            .with_new_content(Text::new(format!(
                                "Move this element with the buttons.\nYou clicked a button with id {}.",
                                id
                            ))
                            .set_font("Bahnschrift")
                            .set_scale(24.)
                            .to_owned())
                        )
                        
                    }
                }
            }
        })
        .build();

        // Define a general visual style to use for all buttons.
        let vis = ui::Visuals::new(
            Color::from_rgb(77, 109, 191),
            Color::from_rgb(55, 67, 87),
            2.,
            4.,
        );

        // Create a grid box to hold all buttons.
        let mut grid_box = ui::containers::GridBox::new(2, 3);

        // Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
        let vert_up = Text::new(" ^ ")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(11, ctx)
            .with_visuals(vis) 
            // We can also set a sound to be played on click/key press
            .with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
            .build();
        grid_box
            .add(vert_up, 0, 0)?;

        let vert_ce = Text::new(" . ")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(12, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(vert_ce, 0, 1)?;

        let vert_do = Text::new(" v ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(13, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(vert_do, 0, 2)?;

        let hor_up = Text::new(" < ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(21, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_up, 1, 0)?;

        let hor_ce = Text::new(" . ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(22, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_ce, 1, 1)?;

        let hor_do = Text::new(" > ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(23, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_do, 1, 2)?;

        // The well-known back button will take us back to scene select.
        let back = Text::new("Back")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(1, ctx)
            .with_visuals(vis)
            .as_fill()
            .build();

        
        // We create a general VBox to contain our UI
        // We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
        let gui_box = ui::containers::VerticalBox::new_spaced(6.)
        .to_element_builder(0, ctx)
        // We put the title, grid and back button together in a box.
        .with_child(title)
        .with_child(grid_box.to_element(30, ctx))
        .with_child(back)
        .with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
        .with_visuals(ui::Visuals::new(
            Color::from_rgb(120, 170, 200),
            Color::from_rgb(55, 67, 87),
            2.,
            0.,
        ))
        // Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
        // that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
        // the relevant parts of the layout without having to recreate it from scratch.
        .with_message_handler(|messages, layout, transitions| {
            // This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
            if !transitions.is_empty() {
                return;
            }
            let vert_map = HashMap::from([
                (11, ui::Alignment::Min),
                (12, ui::Alignment::Center),
                (13, ui::Alignment::Max),
            ]);
            let hor_map = HashMap::from([
                (21, ui::Alignment::Min),
                (22, ui::Alignment::Center),
                (23, ui::Alignment::Max),
            ]);
            // Check if any vertical buttons were clicked.
            for (key, val) in vert_map {
                if messages.contains(&ui::UiMessage::Triggered(key)) {
                    transitions.push_back(
                        // If yes, add a transition.
                        ui::Transition::new(Duration::from_secs_f32(1.5))
                        // This time, we don't change the content, but the layout.
                        // Layout, visuals and hover_visuals are not  changed on completion like content, but instead applied gradually.
                        .with_new_layout(ui::Layout{
                            y_alignment: val,
                            ..layout
                        }),
                    );
                }
            }
            // Repeat for horizontal keys.
            for (key, val) in hor_map {
                if messages.contains(&ui::UiMessage::Triggered(key)) {
                    transitions.push_back(
                        ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
                            x_alignment: val,
                            ..layout
                        }),
                    );
                }
            }
        })
        .build();

        // Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements

        Ok(Self {
            gui: ui::containers::StackBox::new()
            .to_element_builder(100, ctx)
            .as_fill()
            .with_child(gui_box)
            .build()
        })
    }
source

pub fn with_new_visuals(self, new_visuals: Visuals) -> Self

Augments the transition to now (gradually) change the visuals of the UiElement it is added to, blending over smoothly.

source

pub fn with_new_hover_visuals(self, new_hover_visuals: Option<Visuals>) -> Self

Augments this transition to now (gradually) change the visuals of the UiElement it is added to when hovered, blending over smoothly. Can be set to None to remove any special visuals when hovered. In this case, the transition will make the elements hover visuals slowly blend to the elements non-hover visuals.

source

pub fn with_new_content<E>(self, new_content: E) -> Selfwhere E: UiContent<T> + 'static,

Augment this transition to now change the content of the UiElement it is added to. This change happens in a single frame as soon as the transitions duration has elapsed.

Examples found in repository?
examples/ui_examples/e_messages.rs (lines 49-55)
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    pub fn new(ctx: &Context) -> GameResult<Self> {


        // This title will change based on transitions whenever certain buttons are clicked.
        let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
        // First, we style the title.
        .set_font("Bahnschrift")
        .set_scale(28.)
        .to_owned()
        .to_element_builder(0, ctx)
        // Then, we add a message handler to the element.
        .with_message_handler(

            // The message handle receives a set of messages and a mutable transition vector.
        |messages,_,transitions| {
            let ids = [11,12,13,21,22,23,];

            // We check if any of the buttons that interest us were clicked in the last frame.
            for id in ids{
                for message in messages{
                    if *message == ui::UiMessage::<()>::Clicked(id){

                        // If yes, we add a new transition to the vector.
                        transitions.push_back(
                            // Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
                            ui::Transition::new(Duration::ZERO)
                            // Here, we add a new content that will replace the old text once the transition completes.
                            .with_new_content(Text::new(format!(
                                "Move this element with the buttons.\nYou clicked a button with id {}.",
                                id
                            ))
                            .set_font("Bahnschrift")
                            .set_scale(24.)
                            .to_owned())
                        )
                        
                    }
                }
            }
        })
        .build();

        // Define a general visual style to use for all buttons.
        let vis = ui::Visuals::new(
            Color::from_rgb(77, 109, 191),
            Color::from_rgb(55, 67, 87),
            2.,
            4.,
        );

        // Create a grid box to hold all buttons.
        let mut grid_box = ui::containers::GridBox::new(2, 3);

        // Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
        let vert_up = Text::new(" ^ ")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(11, ctx)
            .with_visuals(vis) 
            // We can also set a sound to be played on click/key press
            .with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
            .build();
        grid_box
            .add(vert_up, 0, 0)?;

        let vert_ce = Text::new(" . ")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(12, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(vert_ce, 0, 1)?;

        let vert_do = Text::new(" v ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(13, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(vert_do, 0, 2)?;

        let hor_up = Text::new(" < ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(21, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_up, 1, 0)?;

        let hor_ce = Text::new(" . ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(22, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_ce, 1, 1)?;

        let hor_do = Text::new(" > ")
            .set_font("Bahnschrift")
            .to_owned().to_element_builder(23, ctx)
            .with_visuals(vis)
            .build();
        grid_box
            .add(hor_do, 1, 2)?;

        // The well-known back button will take us back to scene select.
        let back = Text::new("Back")
            .set_font("Bahnschrift")
            .to_owned()
            .to_element_builder(1, ctx)
            .with_visuals(vis)
            .as_fill()
            .build();

        
        // We create a general VBox to contain our UI
        // We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
        let gui_box = ui::containers::VerticalBox::new_spaced(6.)
        .to_element_builder(0, ctx)
        // We put the title, grid and back button together in a box.
        .with_child(title)
        .with_child(grid_box.to_element(30, ctx))
        .with_child(back)
        .with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
        .with_visuals(ui::Visuals::new(
            Color::from_rgb(120, 170, 200),
            Color::from_rgb(55, 67, 87),
            2.,
            0.,
        ))
        // Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
        // that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
        // the relevant parts of the layout without having to recreate it from scratch.
        .with_message_handler(|messages, layout, transitions| {
            // This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
            if !transitions.is_empty() {
                return;
            }
            let vert_map = HashMap::from([
                (11, ui::Alignment::Min),
                (12, ui::Alignment::Center),
                (13, ui::Alignment::Max),
            ]);
            let hor_map = HashMap::from([
                (21, ui::Alignment::Min),
                (22, ui::Alignment::Center),
                (23, ui::Alignment::Max),
            ]);
            // Check if any vertical buttons were clicked.
            for (key, val) in vert_map {
                if messages.contains(&ui::UiMessage::Triggered(key)) {
                    transitions.push_back(
                        // If yes, add a transition.
                        ui::Transition::new(Duration::from_secs_f32(1.5))
                        // This time, we don't change the content, but the layout.
                        // Layout, visuals and hover_visuals are not  changed on completion like content, but instead applied gradually.
                        .with_new_layout(ui::Layout{
                            y_alignment: val,
                            ..layout
                        }),
                    );
                }
            }
            // Repeat for horizontal keys.
            for (key, val) in hor_map {
                if messages.contains(&ui::UiMessage::Triggered(key)) {
                    transitions.push_back(
                        ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
                            x_alignment: val,
                            ..layout
                        }),
                    );
                }
            }
        })
        .build();

        // Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements

        Ok(Self {
            gui: ui::containers::StackBox::new()
            .to_element_builder(100, ctx)
            .as_fill()
            .with_child(gui_box)
            .build()
        })
    }
source

pub fn with_new_tooltip(self, new_tooltip: Option<UiElement<T>>) -> Self

Augment this transition to now change the tooltip of the UiElement it is added to. This change happens in a single frame as soon as the transitions duration has elapsed.

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impl<T: Copy + Eq + Hash> Debug for Transition<T>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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impl<T> !RefUnwindSafe for Transition<T>

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impl<T> !Send for Transition<T>

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impl<T> !Sync for Transition<T>

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impl<T> Unpin for Transition<T>

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impl<T> !UnwindSafe for Transition<T>

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> Has<T> for T

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fn retrieve(&self) -> &T

Method to retrieve the context type.
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impl<T> HasMut<T> for T

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fn retrieve_mut(&mut self) -> &mut T

Method to retrieve the context type as mutable.
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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<F, T> IntoSample<T> for Fwhere T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> Pointable for T

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const ALIGN: usize = mem::align_of::<T>()

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T, U> ToSample<U> for Twhere U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for Twhere V: MultiLane<T>,

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fn vzip(self) -> V

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impl<S, T> Duplex<S> for Twhere T: FromSample<S> + ToSample<S>,