pub struct LoadFileDialog<SR, SN: Clone + Debug + PartialEq>{ /* private fields */ }
Expand description
You should use something like rfd
instead of this
Implementations§
Trait Implementations§
source§impl<SR, SN: Clone + Debug + PartialEq> Scene<SR, SN> for LoadFileDialog<SR, SN>
impl<SR, SN: Clone + Debug + PartialEq> Scene<SR, SN> for LoadFileDialog<SR, SN>
source§fn render(&self, graphics: &mut Graphics<'_>, mouse_xy: Coord)
fn render(&self, graphics: &mut Graphics<'_>, mouse_xy: Coord)
Render scene contents using
graphics
Read moresource§fn on_key_up(&mut self, key: KeyCode, _: Coord, held_keys: &Vec<&KeyCode>)
fn on_key_up(&mut self, key: KeyCode, _: Coord, held_keys: &Vec<&KeyCode>)
Called when a keyboard key has been released Read more
source§fn on_mouse_up(&mut self, xy: Coord, button: MouseButton, _: &Vec<&KeyCode>)
fn on_mouse_up(&mut self, xy: Coord, button: MouseButton, _: &Vec<&KeyCode>)
Called when a mouse button has been released Read more
source§fn on_scroll(&mut self, xy: Coord, _: isize, y_diff: isize, _: &Vec<&KeyCode>)
fn on_scroll(&mut self, xy: Coord, _: isize, y_diff: isize, _: &Vec<&KeyCode>)
Called when the mouse scroll function has been used Read more
source§fn update(
&mut self,
timing: &Timing,
_: Coord,
_: &Vec<&KeyCode>
) -> SceneUpdateResult<SR, SN>
fn update( &mut self, timing: &Timing, _: Coord, _: &Vec<&KeyCode> ) -> SceneUpdateResult<SR, SN>
During this method the scene should update animations and anything else that relies on time
or on held keys Read more
source§fn is_dialog(&self) -> bool
fn is_dialog(&self) -> bool
Return true if this scene doesn’t fill the screen or is transparent
If this returns false the previous fullscreen scene will render as well
source§fn on_key_down(
&mut self,
key: KeyCode,
mouse_xy: Coord,
held_keys: &Vec<&KeyCode>
)
fn on_key_down( &mut self, key: KeyCode, mouse_xy: Coord, held_keys: &Vec<&KeyCode> )
Called when a keyboard key is being pressed down Read more
source§fn on_mouse_down(
&mut self,
xy: Coord,
button: MouseButton,
held_keys: &Vec<&KeyCode>
)
fn on_mouse_down( &mut self, xy: Coord, button: MouseButton, held_keys: &Vec<&KeyCode> )
Called when a mouse button has been pressed down Read more
Auto Trait Implementations§
impl<SR, SN> RefUnwindSafe for LoadFileDialog<SR, SN>where
SN: RefUnwindSafe,
SR: RefUnwindSafe,
impl<SR, SN> Send for LoadFileDialog<SR, SN>
impl<SR, SN> Sync for LoadFileDialog<SR, SN>
impl<SR, SN> Unpin for LoadFileDialog<SR, SN>
impl<SR, SN> UnwindSafe for LoadFileDialog<SR, SN>where
SN: UnwindSafe,
SR: UnwindSafe,
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<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.