pub struct StatusLineState {
pub area: Rect,
pub areas: Vec<Rect>,
pub status: Vec<String>,
pub non_exhaustive: NonExhaustive,
}Expand description
State & event handling.
Fields§
§area: RectTotal area readonly. renewed for each render.
areas: Vec<Rect>Areas for each section. readonly. renewed for each render.
status: Vec<String>Statustext for each section. read+write
non_exhaustive: NonExhaustiveImplementations§
Trait Implementations§
Source§impl Clone for StatusLineState
impl Clone for StatusLineState
Source§impl Debug for StatusLineState
impl Debug for StatusLineState
Source§impl Default for StatusLineState
impl Default for StatusLineState
Source§impl HandleEvent<Event, MouseOnly, Outcome> for StatusLineState
impl HandleEvent<Event, MouseOnly, Outcome> for StatusLineState
Source§impl HandleEvent<Event, Regular, Outcome> for StatusLineState
impl HandleEvent<Event, Regular, Outcome> for StatusLineState
Source§impl HasFocus for StatusLineState
impl HasFocus for StatusLineState
Source§fn build(&self, _builder: &mut FocusBuilder)
fn build(&self, _builder: &mut FocusBuilder)
Build the focus-structure for the container/widget.
Build the focus-structure for the container/widget. Read more
Declares how the widget interacts with focus. Read more
Source§fn is_focused(&self) -> bool
fn is_focused(&self) -> bool
Does this widget have the focus.
Or, if the flag is used for a container, does any of
widget inside the container have the focus. Read more
Source§fn lost_focus(&self) -> bool
fn lost_focus(&self) -> bool
This widget just lost the focus. This flag is set by [Focus::handle]
if there is a focus transfer, and will be reset by the next
call to [Focus::handle]. Read more
Source§fn gained_focus(&self) -> bool
fn gained_focus(&self) -> bool
This widget just gained the focus. This flag is set by [Focus::handle]
if there is a focus transfer, and will be reset by the next
call to [Focus::handle]. Read more
Source§fn is_obscured(&self) -> bool
fn is_obscured(&self) -> bool
Is the widget area hit by the current mouse-position
and is there no other widget/container with a
higher z-index. Then this widget is not obscured. Read more
Source§impl HasScreenCursor for StatusLineState
impl HasScreenCursor for StatusLineState
Source§impl RelocatableState for StatusLineState
impl RelocatableState for StatusLineState
Source§fn relocate(&mut self, shift: (i16, i16), clip: Rect)
fn relocate(&mut self, shift: (i16, i16), clip: Rect)
Relocate the areas in this widgets state. Read more
Source§fn relocate_popup(&mut self, shift: (i16, i16), clip: Rect)
fn relocate_popup(&mut self, shift: (i16, i16), clip: Rect)
Relocate only popup areas.
As rendering the popups is a separate render,
this has to be separate too.
Relocate all popup areas to a clip-rect (0,0+0x0).
Relocate all areas to a clip-rect (0,0+0x0).
Auto Trait Implementations§
impl Forget for StatusLineState
impl Freeze for StatusLineState
impl RefUnwindSafe for StatusLineState
impl Send for StatusLineState
impl Sync for StatusLineState
impl Unpin for StatusLineState
impl UnsafeUnpin for StatusLineState
impl UnwindSafe for StatusLineState
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
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 moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
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