Struct UiMessage

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pub struct UiMessage {
    pub handled: Cell<bool>,
    pub data: Rc<dyn MessageData>,
    pub destination: Handle<UiNode>,
    pub direction: MessageDirection,
    pub perform_layout: Cell<bool>,
    pub flags: u64,
}
Expand description

Message is basic communication element that is used to deliver information to UI nodes or to user code.

§Threading

UiMessage is nor Send or Sync. User interface is a single-thread thing, as well as its messages.

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§handled: Cell<bool>

Useful flag to check if a message was already handled.

§data: Rc<dyn MessageData>

Actual message data.

§destination: Handle<UiNode>

Handle of node that will receive message. Please note that all nodes in hierarchy will also receive this message, order is “up-on-tree”.

§direction: MessageDirection

Indicates the direction of the message.

See MessageDirection for details.

§perform_layout: Cell<bool>

Whether or not message requires layout to be calculated first.

Some of message handling routines uses layout info, but message loop performed right after layout pass, but some of messages may change layout and this flag tells UI to perform layout before passing message further. In ideal case we’d perform layout after each message, but since layout pass is super heavy we should do it only when it is actually needed.

§flags: u64

A custom user flags.

Implementations§

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impl UiMessage

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pub fn with_data<T>(data: T) -> UiMessage
where T: MessageData,

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pub fn with_destination(self, destination: Handle<UiNode>) -> UiMessage

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pub fn with_direction(self, direction: MessageDirection) -> UiMessage

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pub fn with_perform_layout(self, perform_layout: bool) -> UiMessage

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pub fn reverse(&self) -> UiMessage

Creates a new copy of the message with reversed direction. Typical use case is to re-send messages to create “response” in widget. For example you have a float input field and it has Value message. When the input field receives Value message with MessageDirection::ToWidget it checks if value needs to be changed and if it does, it re-sends same message but with reversed direction back to message queue so every “listener” can reach properly. The input field won’t react at MessageDirection::FromWidget message so there will be no infinite message loop.

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pub fn destination(&self) -> Handle<UiNode>

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pub fn data<T>(&self) -> Option<&T>
where T: MessageData,

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pub fn set_handled(&self, handled: bool)

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pub fn handled(&self) -> bool

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pub fn direction(&self) -> MessageDirection

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pub fn set_perform_layout(&self, value: bool)

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pub fn need_perform_layout(&self) -> bool

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pub fn has_flags(&self, flags: u64) -> bool

Trait Implementations§

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impl Clone for UiMessage

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fn clone(&self) -> UiMessage

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for UiMessage

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl PartialEq for UiMessage

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

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.

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Immutably borrows from an owned value. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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Calls U::from(self).

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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<T> MessageData for T
where T: 'static + Debug + PartialEq + Any,

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fn as_any(&self) -> &(dyn Any + 'static)

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fn compare(&self, other: &(dyn MessageData + 'static)) -> bool

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const ALIGN: usize

The alignment of pointer.
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