Struct freya_node_state::AccessibilityNodeState 
source · pub struct AccessibilityNodeState {
    pub accessibility_id: Option<NodeId>,
    pub role: Option<Role>,
    pub alt: Option<String>,
    pub name: Option<String>,
    pub focusable: bool,
}Fields§
§accessibility_id: Option<NodeId>§role: Option<Role>§alt: Option<String>§name: Option<String>§focusable: boolTrait Implementations§
source§impl Clone for AccessibilityNodeState
 
impl Clone for AccessibilityNodeState
source§fn clone(&self) -> AccessibilityNodeState
 
fn clone(&self) -> AccessibilityNodeState
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
 
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from 
source. Read moresource§impl Component for AccessibilityNodeState
 
impl Component for AccessibilityNodeState
source§impl Debug for AccessibilityNodeState
 
impl Debug for AccessibilityNodeState
source§impl Default for AccessibilityNodeState
 
impl Default for AccessibilityNodeState
source§fn default() -> AccessibilityNodeState
 
fn default() -> AccessibilityNodeState
Returns the “default value” for a type. Read more
source§impl ParseAttribute for AccessibilityNodeState
 
impl ParseAttribute for AccessibilityNodeState
fn parse_attribute( &mut self, attr: OwnedAttributeView<'_, CustomAttributeValues> ) -> Result<(), ParseError>
fn parse_safe(&mut self, attr: OwnedAttributeView<'_, CustomAttributeValues>)
source§impl PartialEq for AccessibilityNodeState
 
impl PartialEq for AccessibilityNodeState
source§fn eq(&self, other: &AccessibilityNodeState) -> bool
 
fn eq(&self, other: &AccessibilityNodeState) -> bool
This method tests for 
self and other values to be equal, and is used
by ==.source§impl State<CustomAttributeValues> for AccessibilityNodeState
 
impl State<CustomAttributeValues> for AccessibilityNodeState
source§fn create<'a>(
    node_view: NodeView<'_, CustomAttributeValues>,
    node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>,
    parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>,
    children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>,
    context: &SendAnyMap
) -> Self
 
fn create<'a>( node_view: NodeView<'_, CustomAttributeValues>, node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>, parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>, children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>, context: &SendAnyMap ) -> Self
Create a new instance of this state
§type ParentDependencies = ()
 
type ParentDependencies = ()
This is a tuple of (T: State, ..) of states read from the parent required to update this state
§type ChildDependencies = ()
 
type ChildDependencies = ()
This is a tuple of (T: State, ..) of states read from the children required to update this state
§type NodeDependencies = ()
 
type NodeDependencies = ()
This is a tuple of (T: State, ..) of states read from the node required to update this state
source§const NODE_MASK: NodeMaskBuilder<'static> = _
 
const NODE_MASK: NodeMaskBuilder<'static> = _
This is a mask of what aspects of the node are required to update this state
source§fn update<'a>(
    &mut self,
    node_view: NodeView<'_, CustomAttributeValues>,
    _node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>,
    _parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>,
    _children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>,
    _context: &SendAnyMap
) -> bool
 
fn update<'a>( &mut self, node_view: NodeView<'_, CustomAttributeValues>, _node: <Self::NodeDependencies as Dependancy>::ElementBorrowed<'a>, _parent: Option<<Self::ParentDependencies as Dependancy>::ElementBorrowed<'a>>, _children: Vec<<Self::ChildDependencies as Dependancy>::ElementBorrowed<'a>>, _context: &SendAnyMap ) -> bool
Update this state in a node, returns if the state was updated
source§fn workload_system(
    type_id: TypeId,
    dependants: Arc<Dependants>,
    pass_direction: PassDirection
) -> WorkloadSystem
 
fn workload_system( type_id: TypeId, dependants: Arc<Dependants>, pass_direction: PassDirection ) -> WorkloadSystem
Create a workload system for this state
§const TRAVERSE_SHADOW_DOM: bool = false
 
const TRAVERSE_SHADOW_DOM: bool = false
Does the state traverse into the shadow dom or pass over it. This should be true for layout and false for styles
§fn to_type_erased() -> TypeErasedState<V>where
    Self: Sized,
 
fn to_type_erased() -> TypeErasedState<V>where
    Self: Sized,
Converts to a type erased version of the trait
impl Eq for AccessibilityNodeState
impl StructuralPartialEq for AccessibilityNodeState
Auto Trait Implementations§
impl Freeze for AccessibilityNodeState
impl RefUnwindSafe for AccessibilityNodeState
impl Send for AccessibilityNodeState
impl Sync for AccessibilityNodeState
impl Unpin for AccessibilityNodeState
impl UnwindSafe for AccessibilityNodeState
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
§impl<T> Downcast for Twhere
    T: Any,
 
impl<T> Downcast for Twhere
    T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
 
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert 
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
 
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert 
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
 
fn as_any(&self) -> &(dyn Any + 'static)
Convert 
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
 
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert 
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSync for T
 
impl<T> DowncastSync for T
§impl<Q, K> Equivalent<K> for Q
 
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
 
fn equivalent(&self, key: &K) -> bool
Checks if this value is equivalent to the given key. Read more
§impl<T> Instrument for T
 
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
 
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
 
fn in_current_span(self) -> Instrumented<Self>
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§impl<T> NoneValue for Twhere
    T: Default,
 
impl<T> NoneValue for Twhere
    T: Default,
type NoneType = T
§fn null_value() -> T
 
fn null_value() -> T
The none-equivalent value.
§impl<T> Pointable for T
 
impl<T> Pointable for T
§impl<T, O> SuperFrom<T> for Owhere
    O: From<T>,
 
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    O: From<T>,
§fn super_from(input: T) -> O
 
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Convert from a type to another type.
§impl<T, O, M> SuperInto<O, M> for Twhere
    O: SuperFrom<T, M>,
 
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§fn super_into(self) -> O
 
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Convert from a type to another type.
§impl<T> TupleAddComponent for T
 
impl<T> TupleAddComponent for T
§fn add_component(self, all_storages: &mut AllStorages, entity: EntityId)
 
fn add_component(self, all_storages: &mut AllStorages, entity: EntityId)
See [
World::add_entity], [World::add_component], [AllStorages::add_entity] and [AllStorages::add_component].