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PlayerEvent

Enum PlayerEvent 

Source
pub enum PlayerEvent {
Show 25 variants HydrateDeck { deck: DeckId, loaded: bool, status: LoadStatus, duration_seconds: f64, current_seconds: f64, playing: bool, transport_on: bool, needle_lifted: bool, playback_rate: f32, channel_gain: f32, }, SetActiveDeck { deck: DeckId, }, SetLoadState { deck: DeckId, status: LoadStatus, loaded: bool, duration_seconds: f64, }, SetSourceSampleRate { deck: DeckId, sample_rate: f64, }, PlaybackPositionObserved { deck: DeckId, seconds: f64, }, PlaybackEnded { deck: DeckId, }, ToggleTransport { deck: DeckId, }, SetTransport { deck: DeckId, running: bool, }, TogglePlayback { deck: DeckId, }, SetNeedle { deck: DeckId, lifted: bool, observed_playback_seconds: f64, }, Seek { deck: DeckId, seconds: f64, }, SetPlaybackRate { deck: DeckId, rate: f32, }, StartTimedRegion { region: SurfaceRegion, now_ms: f64, duration_seconds: f64, }, StopTimedRegion { region: SurfaceRegion, completed: bool, }, TimedRegionElapsed { region: SurfaceRegion, }, StartClipLoop { clip_id: String, }, StopClipLoop, BeginScratch { deck: DeckId, pointer_id: i32, playback_seconds: f64, rotation_degrees: f64, rate: f32, impulse: f32, grip: f32, output_frame: u64, }, MoveScratch { deck: DeckId, position_frames: f64, rendered_position_frames: f64, rate: f32, rotation_degrees: f64, impulse: f32, grip: f32, output_frame: u64, }, ScratchRenderedPosition { deck: DeckId, rendered_position_frames: f64, }, EndScratch { deck: DeckId, rendered_position_frames: f64, rotation_degrees: f64, resume_playback: bool, save_sample: bool, can_platter_handoff: bool, output_frame: u64, }, SetCrossfader { value: f32, }, SetChannelGain { deck: DeckId, value: f32, }, SetTwoDeckMode { enabled: bool, }, Tick { now_ms: f64, },
}

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HydrateDeck

Fields

§deck: DeckId
§loaded: bool
§status: LoadStatus
§duration_seconds: f64
§current_seconds: f64
§playing: bool
§transport_on: bool
§needle_lifted: bool
§playback_rate: f32
§channel_gain: f32
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SetActiveDeck

Fields

§deck: DeckId
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SetLoadState

Fields

§deck: DeckId
§status: LoadStatus
§loaded: bool
§duration_seconds: f64
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SetSourceSampleRate

Fields

§deck: DeckId
§sample_rate: f64
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PlaybackPositionObserved

Fields

§deck: DeckId
§seconds: f64
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PlaybackEnded

Fields

§deck: DeckId
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ToggleTransport

Fields

§deck: DeckId
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SetTransport

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§deck: DeckId
§running: bool
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TogglePlayback

Fields

§deck: DeckId
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SetNeedle

Fields

§deck: DeckId
§lifted: bool
§observed_playback_seconds: f64
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Seek

Fields

§deck: DeckId
§seconds: f64
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SetPlaybackRate

Fields

§deck: DeckId
§rate: f32
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StartTimedRegion

Fields

§now_ms: f64
§duration_seconds: f64
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StopTimedRegion

Fields

§completed: bool
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TimedRegionElapsed

Fields

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StartClipLoop

Fields

§clip_id: String
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StopClipLoop

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BeginScratch

Fields

§deck: DeckId
§pointer_id: i32
§playback_seconds: f64
§rotation_degrees: f64
§rate: f32
§impulse: f32
§grip: f32
§output_frame: u64
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MoveScratch

Fields

§deck: DeckId
§position_frames: f64
§rendered_position_frames: f64
§rate: f32
§rotation_degrees: f64
§impulse: f32
§grip: f32
§output_frame: u64
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ScratchRenderedPosition

Fields

§deck: DeckId
§rendered_position_frames: f64
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EndScratch

Fields

§deck: DeckId
§rendered_position_frames: f64
§rotation_degrees: f64
§resume_playback: bool
§save_sample: bool
§can_platter_handoff: bool
§output_frame: u64
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SetCrossfader

Fields

§value: f32
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SetChannelGain

Fields

§deck: DeckId
§value: f32
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SetTwoDeckMode

Fields

§enabled: bool
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Tick

Fields

§now_ms: f64

Trait Implementations§

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impl Clone for PlayerEvent

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fn clone(&self) -> PlayerEvent

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 Debug for PlayerEvent

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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<'de> Deserialize<'de> for PlayerEvent

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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 PlayerEvent

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fn eq(&self, other: &PlayerEvent) -> 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 PlayerEvent

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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 PlayerEvent

Auto Trait Implementations§

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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

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

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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<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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where T: Clone,

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type Owned = T

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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

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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fn upcast(&self) -> &T
where Self: ErasableGeneric, T: Sized + ErasableGeneric<Repr = Self::Repr>,

Perform a zero-cost type-safe upcast to a wider ref type within the Wasm bindgen generics type system. Read more
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fn upcast_into(self) -> T
where Self: Sized + ErasableGeneric, T: Sized + ErasableGeneric<Repr = Self::Repr>,

Perform a zero-cost type-safe upcast to a wider type within the Wasm bindgen generics type system. Read more