pub enum FrameMsg {
UpdateEpoch(PipelineId, Epoch),
HitTest(Option<PipelineId>, WorldPoint, Sender<HitTestResult>),
RequestHitTester(Sender<Arc<dyn ApiHitTester>>),
ScrollNodeWithId(LayoutPoint, ExternalScrollId, ScrollClamping),
GetScrollNodeState(Sender<Vec<ScrollNodeState>>),
UpdateDynamicProperties(DynamicProperties),
AppendDynamicTransformProperties(Vec<PropertyValue<LayoutTransform>>),
SetIsTransformAsyncZooming(bool, PropertyBindingId),
}
Expand description
Frame messages affect frame generation (applied after building the scene).
Variants§
UpdateEpoch(PipelineId, Epoch)
HitTest(Option<PipelineId>, WorldPoint, Sender<HitTestResult>)
RequestHitTester(Sender<Arc<dyn ApiHitTester>>)
ScrollNodeWithId(LayoutPoint, ExternalScrollId, ScrollClamping)
GetScrollNodeState(Sender<Vec<ScrollNodeState>>)
UpdateDynamicProperties(DynamicProperties)
AppendDynamicTransformProperties(Vec<PropertyValue<LayoutTransform>>)
SetIsTransformAsyncZooming(bool, PropertyBindingId)
Trait Implementations§
Auto Trait Implementations§
impl Freeze for FrameMsg
impl RefUnwindSafe for FrameMsg
impl Send for FrameMsg
impl Sync for FrameMsg
impl Unpin for FrameMsg
impl UnwindSafe for FrameMsg
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
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