pub struct EditListState<S> {
pub mode: Mode,
pub list: ListState<RowSelection>,
pub editor: S,
pub mouse: MouseFlags,
}Expand description
State & event-handling.
Contains mode to differentiate between edit/non-edit.
This will lock the focus to the input line while editing.
Fields§
§mode: ModeEditing mode.
list: ListState<RowSelection>List state
editor: SEditorState. Some indicates editing is active.
mouse: MouseFlagsFlags for mouse interaction.
Implementations§
Source§impl<S> EditListState<S>
impl<S> EditListState<S>
Source§impl<S> EditListState<S>where
S: HasFocus,
impl<S> EditListState<S>where
S: HasFocus,
Sourcepub fn is_editing(&self) -> bool
pub fn is_editing(&self) -> bool
Editing is active?
Sourcepub fn remove(&mut self, row: usize)
pub fn remove(&mut self, row: usize)
Remove the item at the selected row.
This doesn’t change the actual list of items, but does all the bookkeeping with the list-state.
Sourcepub fn edit_new(&mut self, row: usize)
pub fn edit_new(&mut self, row: usize)
Edit a new item inserted at the selected row.
The editor state must be initialized to an appropriate state beforehand.
This does all the bookkeeping with the list-state and switches the mode to Mode::Insert.
Sourcepub fn edit(&mut self, row: usize)
pub fn edit(&mut self, row: usize)
Edit the item at the selected row.
The editor state must be initialized to an appropriate state beforehand.
This does all the bookkeeping with the list-state and switches the mode to Mode::Edit.
Trait Implementations§
Source§impl<S: Clone> Clone for EditListState<S>
impl<S: Clone> Clone for EditListState<S>
Source§fn clone(&self) -> EditListState<S>
fn clone(&self) -> EditListState<S>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl<S: Debug> Debug for EditListState<S>
impl<S: Debug> Debug for EditListState<S>
Source§impl<S> Default for EditListState<S>where
S: Default,
impl<S> Default for EditListState<S>where
S: Default,
Source§impl<S, C> HandleEvent<Event, C, EditOutcome> for EditListState<S>where
S: HandleEvent<Event, C, EditOutcome> + HandleEvent<Event, MouseOnly, EditOutcome> + HasFocus,
impl<S, C> HandleEvent<Event, C, EditOutcome> for EditListState<S>where
S: HandleEvent<Event, C, EditOutcome> + HandleEvent<Event, MouseOnly, EditOutcome> + HasFocus,
Source§impl<S> HasFocus for EditListState<S>where
S: HasFocus,
impl<S> HasFocus for EditListState<S>where
S: HasFocus,
Source§fn build(&self, builder: &mut FocusBuilder)
fn build(&self, builder: &mut FocusBuilder)
Source§fn is_focused(&self) -> bool
fn is_focused(&self) -> bool
Source§fn lost_focus(&self) -> bool
fn lost_focus(&self) -> bool
Source§fn gained_focus(&self) -> bool
fn gained_focus(&self) -> bool
Source§impl<S> HasScreenCursor for EditListState<S>where
S: HasScreenCursor,
impl<S> HasScreenCursor for EditListState<S>where
S: HasScreenCursor,
Source§impl<S> RelocatableState for EditListState<S>where
S: RelocatableState,
impl<S> RelocatableState for EditListState<S>where
S: RelocatableState,
Source§fn relocate(&mut self, shift: (i16, i16), clip: Rect)
fn relocate(&mut self, shift: (i16, i16), clip: Rect)
Source§fn relocate_popup(&mut self, shift: (i16, i16), clip: Rect)
fn relocate_popup(&mut self, shift: (i16, i16), clip: Rect)
Auto Trait Implementations§
impl<S> !Freeze for EditListState<S>
impl<S> !RefUnwindSafe for EditListState<S>
impl<S> !Send for EditListState<S>
impl<S> !Sync for EditListState<S>
impl<S> Unpin for EditListState<S>where
S: Unpin,
impl<S> !UnwindSafe for EditListState<S>
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