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Gamepad

Struct Gamepad 

Source
pub struct Gamepad<'a> { /* private fields */ }
Expand description

Represents handle to game controller.

Using this struct you can access cached gamepad state, information about gamepad such as name or UUID and manage force feedback effects.

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impl Gamepad<'_>

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pub fn name(&self) -> &str

Returns the mapping name if it exists otherwise returns the os provided name.

Examples found in repository?
examples/gamepad.rs (line 38)
28fn choose_gamepad() -> Option<GamepadId> {
29    let input = gamepad::input();
30    let gamepads: Vec<_> = input.gamepads().collect();
31
32    use ui::prelude::*;
33    let ui = Col::with_gap(
34        10.0,
35        gamepads
36            .iter()
37            .enumerate()
38            .map(|(i, (_, pad))| flat::Button::primary_text(i, pad.name()))
39            .collect::<Vec<_>>(),
40    );
41
42    draw_ui(ui, Vec2::splat(10.0));
43
44    Some(
45        gamepads
46            .get(*all_elements_interacted_this_frame().first()?)?
47            .0,
48    )
49}
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pub fn map_name(&self) -> Option<&str>

if mapping_source() is SdlMappings returns the name of the mapping used by the gamepad. Otherwise returns None.

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pub fn os_name(&self) -> &str

Returns the name of the gamepad supplied by the OS.

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pub fn uuid(&self) -> [u8; 16]

Returns gamepad’s UUID.

It is recommended to process with the UUID crate. Use Uuid::from_bytes method to create a Uuid from the returned bytes.

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pub fn vendor_id(&self) -> Option<u16>

Returns the vendor ID, as assigned by the USB-IF, when available.

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pub fn product_id(&self) -> Option<u16>

Returns the product ID, as assigned by the vendor, when available.

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pub fn state(&self) -> &GamepadState

Returns cached gamepad state.

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pub fn is_connected(&self) -> bool

Returns true if gamepad is connected.

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pub fn is_pressed(&self, btn: Button) -> bool

Examines cached gamepad state to check if given button is pressed. Panics if btn is Unknown.

If you know Code of the element that you want to examine, it’s recommended to use methods directly on State, because this version have to check which Code is mapped to element of gamepad.

Examples found in repository?
examples/gamepad.rs (line 129)
78fn draw_dpad(pad: Gamepad, center: Vec2) {
79    const SIZE: f32 = 100.0;
80    const THICKNESS: f32 = 65.0;
81    const OUTLINE: f32 = 5.0;
82
83    let half = THICKNESS / 2.0;
84    let half_outline = OUTLINE / 2.0;
85    let arm = SIZE - half;
86
87    let buttons = [
88        (
89            gamepad::Button::DPadUp,
90            vec2(center.x - half, center.y - SIZE),
91            vec2(THICKNESS, arm + half_outline),
92        ),
93        (
94            gamepad::Button::DPadDown,
95            vec2(center.x - half, center.y + half - half_outline),
96            vec2(THICKNESS, arm),
97        ),
98        (
99            gamepad::Button::DPadLeft,
100            vec2(center.x - SIZE, center.y - half),
101            vec2(arm + half_outline, THICKNESS),
102        ),
103        (
104            gamepad::Button::DPadRight,
105            vec2(center.x + half - half_outline, center.y - half),
106            vec2(arm, THICKNESS),
107        ),
108    ];
109
110    let points = [
111        vec2(center.x - half, center.y - SIZE),
112        vec2(center.x + half, center.y - SIZE),
113        vec2(center.x + half, center.y - half),
114        vec2(center.x + SIZE, center.y - half),
115        vec2(center.x + SIZE, center.y + half),
116        vec2(center.x + half, center.y + half),
117        vec2(center.x + half, center.y + SIZE),
118        vec2(center.x - half, center.y + SIZE),
119        vec2(center.x - half, center.y + half),
120        vec2(center.x - SIZE, center.y + half),
121        vec2(center.x - SIZE, center.y - half),
122        vec2(center.x - half, center.y - half),
123        vec2(center.x - half, center.y - SIZE),
124    ];
125
126    draw_connected_path(&points, OUTLINE, SECONDARY);
127
128    for (button, pos, size) in buttons {
129        if pad.is_pressed(button) {
130            draw_rect(pos, size, PRIMARY);
131        }
132    }
133}
134
135fn draw_buttons(pad: Gamepad, center: Vec2) {
136    const RADIUS: f32 = 30.0;
137    const DIST: f32 = 70.0;
138    const OUTLINE: f32 = 5.0;
139
140    let buttons = [
141        (gamepad::Button::North, vec2(center.x, center.y - DIST)),
142        (gamepad::Button::South, vec2(center.x, center.y + DIST)),
143        (gamepad::Button::West, vec2(center.x - DIST, center.y)),
144        (gamepad::Button::East, vec2(center.x + DIST, center.y)),
145    ];
146
147    for (button, pos) in buttons {
148        if pad.is_pressed(button) {
149            draw_circle(pos, RADIUS + OUTLINE, PRIMARY);
150        } else {
151            draw_circle_outline(pos, RADIUS, SECONDARY, OUTLINE);
152        }
153    }
154}
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pub fn value(&self, axis: Axis) -> f32

Examines cached gamepad state to check axis’s value. Panics if axis is Unknown.

If you know Code of the element that you want to examine, it’s recommended to use methods directly on State, because this version have to check which Code is mapped to element of gamepad.

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pub fn button_data(&self, btn: Button) -> Option<&ButtonData>

Returns button state and when it changed.

If you know Code of the element that you want to examine, it’s recommended to use methods directly on State, because this version have to check which Code is mapped to element of gamepad.

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pub fn axis_data(&self, axis: Axis) -> Option<&AxisData>

Returns axis state and when it changed.

If you know Code of the element that you want to examine, it’s recommended to use methods directly on State, because this version have to check which Code is mapped to element of gamepad.

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pub fn power_info(&self) -> PowerInfo

Returns device’s power supply state. See PowerInfo for details.

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pub fn mapping_source(&self) -> MappingSource

Returns source of gamepad mapping. Can be used to filter gamepads which do not provide unified controller layout.

use gilrs::MappingSource;

for (_, gamepad) in gilrs.gamepads().filter(
    |gp| gp.1.mapping_source() != MappingSource::None)
{
    println!("{} is ready to use!", gamepad.name());
}
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pub fn is_ff_supported(&self) -> bool

Returns true if force feedback is supported by device.

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pub fn set_listener_position<Vec3>(&self, position: Vec3) -> Result<(), Error>
where Vec3: Into<[f32; 3]>,

Change gamepad position used by force feedback effects.

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pub fn axis_or_btn_name(&self, ec: Code) -> Option<AxisOrBtn>

Returns AxisOrBtn mapped to Code.

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pub fn button_code(&self, btn: Button) -> Option<Code>

Returns Code associated with btn.

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pub fn axis_code(&self, axis: Axis) -> Option<Code>

Returns Code associated with axis.

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pub fn deadzone(&self, axis: Code) -> Option<f32>

Returns area in which axis events should be ignored.

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pub fn id(&self) -> GamepadId

Returns ID of gamepad.

Trait Implementations§

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impl<'a> Clone for Gamepad<'a>

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fn clone(&self) -> Gamepad<'a>

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<'a> Debug for Gamepad<'a>

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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 GamepadExt for Gamepad<'_>

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fn right_stick(&self) -> Vec2

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fn left_stick(&self) -> Vec2

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fn d_pad(&self) -> Vec2

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impl LinuxGamepadExt for Gamepad<'_>

Available on Linux only.
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fn devpath(&self) -> &Path

Returns the device node of gamepad.

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impl<'a> Copy for Gamepad<'a>

Auto Trait Implementations§

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impl<'a> Freeze for Gamepad<'a>

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impl<'a> RefUnwindSafe for Gamepad<'a>

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impl<'a> Send for Gamepad<'a>

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impl<'a> Sync for Gamepad<'a>

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impl<'a> Unpin for Gamepad<'a>

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impl<'a> UnsafeUnpin for Gamepad<'a>

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impl<'a> UnwindSafe for Gamepad<'a>

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where M: TransformMatrix<T>,

Convert the source color to the destination color using the specified method.
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Convert the source color to the destination color using the bradford method by default.
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type ArchivedMetadata = ()

The archived version of the pointer metadata for this type.
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fn black(&self) -> FgColorDisplay<'_, Black, Self>

Change the foreground color to black
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fn on_black(&self) -> BgColorDisplay<'_, Black, Self>

Change the background color to black
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fn red(&self) -> FgColorDisplay<'_, Red, Self>

Change the foreground color to red
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fn on_red(&self) -> BgColorDisplay<'_, Red, Self>

Change the background color to red
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fn green(&self) -> FgColorDisplay<'_, Green, Self>

Change the foreground color to green
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fn on_green(&self) -> BgColorDisplay<'_, Green, Self>

Change the background color to green
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fn yellow(&self) -> FgColorDisplay<'_, Yellow, Self>

Change the foreground color to yellow
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fn on_yellow(&self) -> BgColorDisplay<'_, Yellow, Self>

Change the background color to yellow
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fn blue(&self) -> FgColorDisplay<'_, Blue, Self>

Change the foreground color to blue
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fn on_blue(&self) -> BgColorDisplay<'_, Blue, Self>

Change the background color to blue
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fn magenta(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to magenta
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fn on_magenta(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to magenta
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fn purple(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to purple
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fn on_purple(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to purple
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fn cyan(&self) -> FgColorDisplay<'_, Cyan, Self>

Change the foreground color to cyan
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Change the background color to cyan
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Change the foreground color to white
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Change the background color to white
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fn default_color(&self) -> FgColorDisplay<'_, Default, Self>

Change the foreground color to the terminal default
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fn on_default_color(&self) -> BgColorDisplay<'_, Default, Self>

Change the background color to the terminal default
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fn bright_black(&self) -> FgColorDisplay<'_, BrightBlack, Self>

Change the foreground color to bright black
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fn on_bright_black(&self) -> BgColorDisplay<'_, BrightBlack, Self>

Change the background color to bright black
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fn bright_red(&self) -> FgColorDisplay<'_, BrightRed, Self>

Change the foreground color to bright red
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fn on_bright_red(&self) -> BgColorDisplay<'_, BrightRed, Self>

Change the background color to bright red
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fn bright_green(&self) -> FgColorDisplay<'_, BrightGreen, Self>

Change the foreground color to bright green
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fn on_bright_green(&self) -> BgColorDisplay<'_, BrightGreen, Self>

Change the background color to bright green
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fn bright_yellow(&self) -> FgColorDisplay<'_, BrightYellow, Self>

Change the foreground color to bright yellow
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fn on_bright_yellow(&self) -> BgColorDisplay<'_, BrightYellow, Self>

Change the background color to bright yellow
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fn bright_blue(&self) -> FgColorDisplay<'_, BrightBlue, Self>

Change the foreground color to bright blue
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fn on_bright_blue(&self) -> BgColorDisplay<'_, BrightBlue, Self>

Change the background color to bright blue
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fn bright_magenta(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright magenta
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fn on_bright_magenta(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright magenta
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fn bright_purple(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright purple
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fn on_bright_purple(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright purple
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fn bright_cyan(&self) -> FgColorDisplay<'_, BrightCyan, Self>

Change the foreground color to bright cyan
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fn on_bright_cyan(&self) -> BgColorDisplay<'_, BrightCyan, Self>

Change the background color to bright cyan
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fn bright_white(&self) -> FgColorDisplay<'_, BrightWhite, Self>

Change the foreground color to bright white
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fn on_bright_white(&self) -> BgColorDisplay<'_, BrightWhite, Self>

Change the background color to bright white
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fn bold(&self) -> BoldDisplay<'_, Self>

Make the text bold
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fn dimmed(&self) -> DimDisplay<'_, Self>

Make the text dim
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fn italic(&self) -> ItalicDisplay<'_, Self>

Make the text italicized
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fn underline(&self) -> UnderlineDisplay<'_, Self>

Make the text underlined
Make the text blink
Make the text blink (but fast!)
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fn reversed(&self) -> ReversedDisplay<'_, Self>

Swap the foreground and background colors
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fn hidden(&self) -> HiddenDisplay<'_, Self>

Hide the text
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fn strikethrough(&self) -> StrikeThroughDisplay<'_, Self>

Cross out the text
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fn color<Color>(&self, color: Color) -> FgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the foreground color at runtime. Only use if you do not know which color will be used at compile-time. If the color is constant, use either OwoColorize::fg or a color-specific method, such as OwoColorize::green, Read more
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fn on_color<Color>(&self, color: Color) -> BgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the background color at runtime. Only use if you do not know what color to use at compile-time. If the color is constant, use either OwoColorize::bg or a color-specific method, such as OwoColorize::on_yellow, Read more
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fn fg_rgb<const R: u8, const G: u8, const B: u8>( &self, ) -> FgColorDisplay<'_, CustomColor<R, G, B>, Self>

Set the foreground color to a specific RGB value.
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fn bg_rgb<const R: u8, const G: u8, const B: u8>( &self, ) -> BgColorDisplay<'_, CustomColor<R, G, B>, Self>

Set the background color to a specific RGB value.
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fn truecolor(&self, r: u8, g: u8, b: u8) -> FgDynColorDisplay<'_, Rgb, Self>

Sets the foreground color to an RGB value.
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fn on_truecolor(&self, r: u8, g: u8, b: u8) -> BgDynColorDisplay<'_, Rgb, Self>

Sets the background color to an RGB value.
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fn style(&self, style: Style) -> Styled<&Self>

Apply a runtime-determined style
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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> Pointee for T

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type Metadata = ()

The metadata type for pointers and references to this type.
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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<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, C> TryComponentsInto<C> for T
where C: TryFromComponents<T>,

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type Error = <C as TryFromComponents<T>>::Error

The error for when try_into_colors fails to cast.
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fn try_components_into(self) -> Result<C, <T as TryComponentsInto<C>>::Error>

Try to cast this collection of color components into a collection of colors. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

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

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, U> TryIntoColor<U> for T
where U: TryFromColor<T>,

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fn try_into_color(self) -> Result<U, OutOfBounds<U>>

Convert into T, returning ok if the color is inside of its defined range, otherwise an OutOfBounds error is returned which contains the unclamped color. Read more
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impl<C, U> UintsFrom<C> for U
where C: IntoUints<U>,

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fn uints_from(colors: C) -> U

Cast a collection of colors into a collection of unsigned integers.
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impl<C, U> UintsInto<C> for U
where C: FromUints<U>,

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fn uints_into(self) -> C

Cast this collection of unsigned integers into a collection of colors.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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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
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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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