Enum widgetry::app_state::Transition [−][src]
pub enum Transition<A> {
Keep,
KeepWithMouseover,
Pop,
ModifyState(Box<dyn FnOnce(&mut Box<dyn State<A>>, &mut EventCtx<'_>, &mut A)>),
ConsumeState(Box<dyn FnOnce(Box<dyn State<A>>, &mut EventCtx<'_>, &mut A) -> Vec<Box<dyn State<A>>>>),
Push(Box<dyn State<A>>),
Replace(Box<dyn State<A>>),
Clear(Vec<Box<dyn State<A>>>),
Multi(Vec<Transition<A>>),
}
Expand description
When a state responds to an event, it can specify some way to manipulate the stack of states.
Variants
Keep
Don’t do anything, keep the current state as the active one
KeepWithMouseover
Keep the current state as the active one, but immediately call event
again with a mouse
moved event
Pop
Destroy the current state, and resume from the previous one
ModifyState(Box<dyn FnOnce(&mut Box<dyn State<A>>, &mut EventCtx<'_>, &mut A)>)
If a state needs to pass data back to its parent, use this. In the callback, you have to downcast the previous state to populate it with data.
ConsumeState(Box<dyn FnOnce(Box<dyn State<A>>, &mut EventCtx<'_>, &mut A) -> Vec<Box<dyn State<A>>>>)
Tuple Fields
This destroys the current state, running the callback on it, and pushes new states onto the stack. The callback can consume the current state, thus salvaging fields from it without cloning.
Push(Box<dyn State<A>>)
Push a new active state on the top of the stack.
Replace(Box<dyn State<A>>)
Replace the current state with a new one. Equivalent to Pop, then Push.
Clear(Vec<Box<dyn State<A>>>)
Replace the entire stack of states with this stack.
Multi(Vec<Transition<A>>)
Tuple Fields
0: Vec<Transition<A>>
Execute a sequence of transitions in order.
Auto Trait Implementations
impl<A> !RefUnwindSafe for Transition<A>
impl<A> !Send for Transition<A>
impl<A> !Sync for Transition<A>
impl<A> Unpin for Transition<A>
impl<A> !UnwindSafe for Transition<A>
Blanket Implementations
Mutably borrows from an owned value. Read more
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T: Any,
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T: Any,
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pub fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
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