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Rect

Struct Rect 

Source
#[repr(C)]
pub struct Rect { pub min: Vec2, pub max: Vec2, }
Expand description

An axis-aligned rectangle: min is the top-left corner, max the bottom-right (y grows downward, like window pixels).

let r = Rect::new(10.0, 20.0, 100.0, 50.0); // x, y, width, height
assert_eq!(r.size(), vec2(100.0, 50.0));
assert!(r.contains(vec2(50.0, 40.0)));

Fields§

§min: Vec2

Top-left corner (smallest x and y).

§max: Vec2

Bottom-right corner (largest x and y).

Implementations§

Source§

impl Rect

Source

pub fn new(x: f32, y: f32, width: f32, height: f32) -> Self

A rectangle from its top-left corner and its size.

let button = Rect::new(20.0, 20.0, 120.0, 32.0);
Examples found in repository?
examples/flow.rs (line 226)
225fn hud(ctx: &mut Ctx) {
226    let panel = Rect::new(12.0, 12.0, 260.0, 104.0);
227    ctx.ui_panel(panel);
228    let at = panel.min + ctx.ui_style.padding;
229    let agents = ctx.world.query::<&Agent>().count();
230    let ms = ctx.world.resource::<Paths>().compute_ms;
231    let text = format!(
232        "{agents} agents, {:.0} FPS\nfield: {}x{} cells, {ms:.2} ms\nclick: new goal   H: distances",
233        ctx.fps(),
234        MAP.x,
235        MAP.y
236    );
237    ctx.ui_label(at, &text);
238}
More examples
Hide additional examples
examples/tiles.rs (line 148)
138fn hud(ctx: &mut Ctx) {
139    let r = ctx.render_stats();
140    let text = format!(
141        "{} sprites drawn ({} draw calls)\nzoom {:.2}x, {:.0} FPS\nleft mouse: paint, right drag: pan, wheel: zoom",
142        r.sprites,
143        r.draw_calls,
144        ctx.camera.zoom,
145        ctx.fps()
146    );
147    let size = ctx.measure_text(&text, ctx.ui_style.text_size) + 2.0 * ctx.ui_style.padding;
148    let panel = Rect::new(12.0, 12.0, size.x, size.y);
149    ctx.ui_panel(panel);
150    ctx.ui_label(panel.min + ctx.ui_style.padding, &text);
151}
examples/ants.rs (line 417)
413fn hud(ctx: &mut Ctx) {
414    let ants = ctx.world.query::<&Ant>().count();
415    let nests = ctx.world.query::<&Nest>().count();
416    let food = delivered(&mut ctx.world);
417    let panel = Rect::new(12.0, 12.0, 260.0, 156.0);
418    ctx.ui_panel(panel);
419    let mut at = panel.min + ctx.ui_style.padding;
420    let speed = if ctx.is_paused() {
421        "paused".to_string()
422    } else {
423        format!("{}x", ctx.sim_speed())
424    };
425    let stats = format!(
426        "{ants} ants in {nests} colonies\n{food} food delivered\nspeed {speed}, {:.0} FPS",
427        ctx.fps()
428    );
429    at.y += ctx.ui_label(at, &stats).y + 8.0;
430    let pause = if ctx.is_paused() { "Run" } else { "Pause" };
431    if ctx.ui_button(Rect::new(at.x, at.y, 72.0, 30.0), pause) {
432        if ctx.is_paused() { ctx.resume() } else { ctx.pause() }
433    }
434    for (i, speed) in [1.0f32, 4.0, 16.0].into_iter().enumerate() {
435        let r = Rect::new(at.x + 80.0 + i as f32 * 54.0, at.y, 48.0, 30.0);
436        if ctx.ui_button(r, &format!("{speed}x")) {
437            ctx.set_sim_speed(speed);
438            ctx.resume();
439        }
440    }
441}
examples/ui.rs (line 27)
20fn scene(ctx: &mut Ctx) {
21    let t = ctx.time() as f32;
22
23    // The world: a grid of tiles, a few shapes, a crab in orbit.
24    for y in 0..20 {
25        for x in 0..20 {
26            let shade = if (x + y) % 2 == 0 { 0.16 } else { 0.19 };
27            let tile = Rect::new(x as f32 * 64.0, y as f32 * 64.0, 64.0, 64.0);
28            ctx.draw_rect(tile, Color::rgb(shade, shade + 0.03, shade));
29        }
30    }
31    let center = vec2(640.0, 640.0);
32    ctx.draw_circle(center, 180.0, Color::hex(0x3a86ff).with_alpha(0.15));
33    let orbit = center + Vec2::from_angle(t * 0.6) * 180.0;
34    ctx.draw_line(center, orbit, 3.0, Color::hex(0xffbe0b));
35    let crab = ctx.world.resource::<Scene>().crab;
36    ctx.draw_ex(
37        &crab,
38        orbit,
39        DrawParams {
40            rotation: t,
41            ..Default::default()
42        },
43    );
44
45    // A label that sticks to the crab: world position -> window pixels.
46    let above = ctx.camera.world_to_screen(orbit) + vec2(-28.0, -40.0);
47    ctx.draw_text("orbiter", above, 16.0, Color::hex(0xffbe0b));
48
49    if ctx.world.resource::<Scene>().follow {
50        ctx.camera.look_at(orbit);
51    }
52    if ctx.mouse_pressed(MouseButton::Left) && !ctx.mouse_over_ui() {
53        let at = ctx.mouse_world();
54        ctx.world.spawn((Transform2D::at(at), Sprite::new(crab)));
55        let plop = ctx.world.resource::<Scene>().plop;
56        let speed = 0.8 + ctx.random().stream(0).f32() * 0.4;
57        ctx.play_sound_ex(
58            &plop,
59            SoundParams {
60                speed,
61                ..Default::default()
62            },
63        );
64        ctx.world.resource_mut::<Scene>().dropped += 1;
65    }
66}
67// ANCHOR_END: scene
68
69// ANCHOR: hud
70fn hud(ctx: &mut Ctx) {
71    let panel = Rect::new(12.0, 12.0, 230.0, 172.0);
72    ctx.ui_panel(panel);
73    let mut at = panel.min + ctx.ui_style.padding;
74    let (zoom, dropped) = (ctx.camera.zoom, ctx.world.resource::<Scene>().dropped);
75    let lines = format!("zoom {zoom:.2}x\ncrabs dropped: {dropped}\n{:.0} FPS", ctx.fps());
76    at.y += ctx.ui_label(at, &lines).y + 8.0;
77
78    let follow = ctx.world.resource::<Scene>().follow;
79    let label = if follow { "Stop following" } else { "Follow orbiter" };
80    if ctx.ui_button(Rect::new(at.x, at.y, 210.0, 30.0), label) {
81        ctx.world.resource_mut::<Scene>().follow = !follow;
82    }
83    at.y += 38.0;
84    if ctx.ui_button(Rect::new(at.x, at.y, 210.0, 30.0), "Reset camera") {
85        ctx.camera.zoom = 1.0;
86        ctx.camera.position = Vec2::ZERO;
87        ctx.world.resource_mut::<Scene>().follow = false;
88    }
89}
examples/battle.rs (line 592)
552fn draw_map(ctx: &mut Ctx) -> impl FnMut(&mut Ctx) + use<> {
553    let size = ctx.world.resource::<Battle>().nav.size();
554    let mut pixels = vec![0u8; (size.x * size.y * 4) as usize];
555    {
556        let nav = &ctx.world.resource::<Battle>().nav;
557        for y in 0..size.y {
558            for x in 0..size.x {
559                // A little per-cell noise so the ground doesn't look flat.
560                let n = ((x.wrapping_mul(73_856_093) ^ y.wrapping_mul(19_349_663)) % 9) as u8;
561                let px = match nav.cost(x, y).unwrap() {
562                    NavGrid::WALL => [52 + n, 56 + n, 66 + n, 255],
563                    MUD => [74 + n, 56 + n, 34, 255],
564                    _ => [30 + n, 46 + n, 32, 255],
565                };
566                pixels[((y * size.x + x) * 4) as usize..][..4].copy_from_slice(&px);
567            }
568        }
569    }
570    let tex = ctx.create_texture(size.x, size.y, &pixels);
571    ctx.set_texture_filter(&tex, TextureFilter::Nearest);
572    move |ctx: &mut Ctx| {
573        ctx.clear(Color::BLACK);
574        let world = size.as_vec2() * CELL;
575        ctx.draw_ex(
576            &tex,
577            world / 2.0,
578            DrawParams {
579                scale: Vec2::splat(CELL),
580                z: -10.0,
581                ..Default::default()
582            },
583        );
584        let rally = ctx.world.resource::<Battle>().rally[0];
585        let mut bases = [(Vec2::ZERO, 0.0, Team::Red); 2];
586        ctx.world.query::<(&Transform2D, &Base)>().for_each(|(t, b)| {
587            bases[b.team.index()] = (t.position, b.hp / b.max_hp, b.team);
588        });
589        for (at, health, team) in bases {
590            ctx.draw_circle(at, BASE_RADIUS, team.color().with_alpha(0.35));
591            ctx.draw_circle(at, BASE_RADIUS * 0.4, team.color());
592            let bar = Rect::new(at.x - BASE_RADIUS, at.y - BASE_RADIUS - 8.0, BASE_RADIUS * 2.0, 3.0);
593            ctx.draw_rect(bar, Color::rgba(0.0, 0.0, 0.0, 0.6));
594            ctx.draw_rect(
595                Rect::new(bar.min.x, bar.min.y, bar.size().x * health, 3.0),
596                team.color(),
597            );
598        }
599        ctx.draw_circle(rally, 5.0, Color::rgba(1.0, 0.9, 0.3, 0.9));
600    }
601}
602
603fn hud(ctx: &mut Ctx) {
604    let field_ms = ctx.world.resource::<Battle>().field_ms;
605    let s = ctx.world.resource::<Score>();
606    let (alive, won, winner) = (s.alive, s.rounds_won, s.winner);
607    let sim_ms: f32 = ctx.system_timings().iter().filter(|t| t.sim).map(|t| t.avg_ms).sum();
608    let speed = if ctx.is_paused() {
609        "paused".to_string()
610    } else {
611        format!("{}x", ctx.sim_speed())
612    };
613    let panel = Rect::new(12.0, 12.0, 300.0, 150.0);
614    ctx.ui_panel(panel);
615    let at = panel.min + ctx.ui_style.padding;
616    let text = format!(
617        "red {} vs blue {}   (rounds {}-{})\nsim {sim_ms:.2} ms/tick, {:.0} FPS, {speed}\nfield {field_ms:.2} ms\nclick: rally  A: attack  D: defend\nR: restart  1-3: speed",
618        alive[0],
619        alive[1],
620        won[0],
621        won[1],
622        ctx.fps()
623    );
624    ctx.ui_label(at, &text);
625    if let Some(team) = winner {
626        let msg = if team == Team::Red {
627            "Red wins! R for another round"
628        } else {
629            "Blue wins. R to try again"
630        };
631        let center = ctx.window_size() / 2.0;
632        let size = ctx.measure_text(msg, 32.0);
633        ctx.draw_text(msg, center - size / 2.0, 32.0, team.color());
634    }
635}
examples/physics.rs (line 164)
134fn draw(ctx: &mut Ctx) {
135    ctx.clear(Color::hex(0x1d2330));
136    let shapes: Vec<(Transform2D, Collider, bool, f32)> = ctx
137        .world
138        .query::<(&Transform2D, &Collider, &RigidBody, Option<&Bell>)>()
139        .iter()
140        .map(|(t, c, b, bell)| (*t, *c, b.kind == BodyKind::Fixed, bell.map_or(0.0, |b| b.rang)))
141        .collect();
142    for (t, c, fixed, rang) in shapes {
143        let color = if c.sensor {
144            Color::rgba(1.0, 0.3 + 0.7 * (1.0 - rang), 0.3, 0.35)
145        } else if fixed {
146            Color::hex(0x4a5568)
147        } else {
148            Color::hex(0xf6ad55)
149        };
150        match c.shape {
151            Shape::Circle { radius } => {
152                ctx.draw_circle(t.position, radius, color);
153                // A spoke shows the spin.
154                let spoke = t.position + Vec2::from_angle(t.rotation) * radius;
155                ctx.draw_line(t.position, spoke, 2.0, Color::hex(0x1d2330));
156            }
157            Shape::Rect { size } => {
158                // Four corners turned with the body, drawn as edges.
159                let (sin, cos) = t.rotation.sin_cos();
160                let turn = |v: Vec2| t.position + vec2(v.x * cos - v.y * sin, v.x * sin + v.y * cos);
161                let h = size / 2.0;
162                let corners = [vec2(-h.x, -h.y), vec2(h.x, -h.y), vec2(h.x, h.y), vec2(-h.x, h.y)].map(turn);
163                if fixed || c.sensor {
164                    ctx.draw_rect(Rect::new(t.position.x - h.x, t.position.y - h.y, size.x, size.y), color);
165                } else {
166                    for i in 0..4 {
167                        ctx.draw_line(corners[i], corners[(i + 1) % 4], 3.0, color);
168                    }
169                }
170            }
171            Shape::Capsule { height, radius } => {
172                let up = Vec2::from_angle(t.rotation + std::f32::consts::FRAC_PI_2) * height / 2.0;
173                ctx.draw_line(t.position - up, t.position + up, radius * 2.0, color);
174            }
175            Shape::Polygon { .. } => {
176                let (sin, cos) = t.rotation.sin_cos();
177                let turn = |v: Vec2| t.position + vec2(v.x * cos - v.y * sin, v.x * sin + v.y * cos);
178                let corners: Vec<Vec2> = c.shape.points().iter().map(|&p| turn(p + c.offset)).collect();
179                for i in 0..corners.len() {
180                    ctx.draw_line(corners[i], corners[(i + 1) % corners.len()], 3.0, color);
181                }
182            }
183            _ => {} // shapes added in later versions
184        }
185    }
186    if let Some(hit) = laser(ctx) {
187        ctx.draw_line(ctx.mouse_world(), hit.point, 1.0, Color::rgba(1.0, 0.2, 0.2, 0.8));
188        ctx.draw_circle(hit.point, 4.0, Color::rgb(1.0, 0.2, 0.2));
189    }
190    let bodies = ctx.physics.body_count();
191    ctx.draw_text(
192        &format!(
193            "{bodies} bodies  |  left click: crate  right click: ball  middle click: rock  space: blast  R: reset"
194        ),
195        vec2(30.0, 30.0),
196        18.0,
197        Color::WHITE,
198    );
199}
Source

pub fn size(&self) -> Vec2

Width and height.

assert_eq!(Rect::new(0.0, 0.0, 4.0, 3.0).size(), vec2(4.0, 3.0));
Examples found in repository?
examples/battle.rs (line 595)
552fn draw_map(ctx: &mut Ctx) -> impl FnMut(&mut Ctx) + use<> {
553    let size = ctx.world.resource::<Battle>().nav.size();
554    let mut pixels = vec![0u8; (size.x * size.y * 4) as usize];
555    {
556        let nav = &ctx.world.resource::<Battle>().nav;
557        for y in 0..size.y {
558            for x in 0..size.x {
559                // A little per-cell noise so the ground doesn't look flat.
560                let n = ((x.wrapping_mul(73_856_093) ^ y.wrapping_mul(19_349_663)) % 9) as u8;
561                let px = match nav.cost(x, y).unwrap() {
562                    NavGrid::WALL => [52 + n, 56 + n, 66 + n, 255],
563                    MUD => [74 + n, 56 + n, 34, 255],
564                    _ => [30 + n, 46 + n, 32, 255],
565                };
566                pixels[((y * size.x + x) * 4) as usize..][..4].copy_from_slice(&px);
567            }
568        }
569    }
570    let tex = ctx.create_texture(size.x, size.y, &pixels);
571    ctx.set_texture_filter(&tex, TextureFilter::Nearest);
572    move |ctx: &mut Ctx| {
573        ctx.clear(Color::BLACK);
574        let world = size.as_vec2() * CELL;
575        ctx.draw_ex(
576            &tex,
577            world / 2.0,
578            DrawParams {
579                scale: Vec2::splat(CELL),
580                z: -10.0,
581                ..Default::default()
582            },
583        );
584        let rally = ctx.world.resource::<Battle>().rally[0];
585        let mut bases = [(Vec2::ZERO, 0.0, Team::Red); 2];
586        ctx.world.query::<(&Transform2D, &Base)>().for_each(|(t, b)| {
587            bases[b.team.index()] = (t.position, b.hp / b.max_hp, b.team);
588        });
589        for (at, health, team) in bases {
590            ctx.draw_circle(at, BASE_RADIUS, team.color().with_alpha(0.35));
591            ctx.draw_circle(at, BASE_RADIUS * 0.4, team.color());
592            let bar = Rect::new(at.x - BASE_RADIUS, at.y - BASE_RADIUS - 8.0, BASE_RADIUS * 2.0, 3.0);
593            ctx.draw_rect(bar, Color::rgba(0.0, 0.0, 0.0, 0.6));
594            ctx.draw_rect(
595                Rect::new(bar.min.x, bar.min.y, bar.size().x * health, 3.0),
596                team.color(),
597            );
598        }
599        ctx.draw_circle(rally, 5.0, Color::rgba(1.0, 0.9, 0.3, 0.9));
600    }
601}
Source

pub fn center(&self) -> Vec2

The middle point.

assert_eq!(Rect::new(0.0, 0.0, 4.0, 2.0).center(), vec2(2.0, 1.0));
Source

pub fn contains(&self, point: Vec2) -> bool

true if point is inside (edges included).

let hovered = button.contains(ctx.mouse_pos());
Source

pub fn expand(&self, by: f32) -> Self

The same rectangle grown by by on every side (shrunk if negative).

let inner = Rect::new(0.0, 0.0, 100.0, 100.0).expand(-8.0);
assert_eq!(inner.min, vec2(8.0, 8.0));

Trait Implementations§

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impl Clone for Rect

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for Rect

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impl Debug for Rect

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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 Default for Rect

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Rect

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for Rect

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl Serialize for Rect

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for Rect

Auto Trait Implementations§

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impl Forget for Rect

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impl Freeze for Rect

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impl RefUnwindSafe for Rect

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impl Send for Rect

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impl Sync for Rect

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impl Unpin for Rect

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impl UnsafeUnpin for Rect

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impl UnwindSafe for Rect

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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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 T
where 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<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

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impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Component for T
where T: Send + Sync + 'static,

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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<T> Downcast for T
where T: Any,

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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.
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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.
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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.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> Downcast for T
where T: Any,

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Converts Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.
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Converts Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Converts &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> DowncastSend for T
where T: Any + Send,

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fn into_any_send(self: Box<T>) -> Box<dyn Any + Send>

Converts Box<Trait> (where Trait: DowncastSend) to Box<dyn Any + Send>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync> ⓘ

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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fn into_any_sync(self: Box<T>) -> Box<dyn Any + Send + Sync>

Converts Box<Trait> (where Trait: DowncastSync) to Box<dyn Any + Send + Sync>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync> ⓘ

Converts Arc<Trait> (where Trait: DowncastSync) to Arc<Any>, which can then be downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self> ⓘ

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self> ⓘ

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where 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<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> MaybeSync for T
where T: Sync + ?Sized,

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impl<T> MaybeSync for T
where T: Sync + ?Sized,

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impl<T> Pointable for T

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const ALIGN: usize

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> Read<Exclusive, BecauseExclusive> for T
where T: ?Sized,

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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> Scalar for T
where T: 'static + Clone + PartialEq + Debug,

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impl<T> SerializableAny for T
where T: 'static + Any + Clone + for<'a> Send + Sync,

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impl<T, S> SimdFrom<T, S> for T
where S: Simd,

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fn simd_from(_simd: S, value: T) -> T

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impl<F, T, S> SimdInto<T, S> for F
where T: SimdFrom<F, S>, S: Simd,

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fn simd_into(self, simd: S) -> T

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impl<SS, SP> SupersetOf<SS> for SP
where SS: SubsetOf<SP>,

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fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
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fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
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fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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fn from_subset(element: &SS) -> SP

The inclusion map: converts self to the equivalent element of its superset.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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

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type Error = !

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

Performs the conversion.
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impl<T, U> TryInto<U> for T
where 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<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more