Struct freya_node_state::FontStyleState 
source · pub struct FontStyleState {Show 14 fields
    pub color: Color,
    pub text_shadows: Vec<TextShadow>,
    pub font_family: SmallVec<[String; 2]>,
    pub font_size: f32,
    pub font_slant: Slant,
    pub font_weight: Weight,
    pub font_width: Width,
    pub line_height: f32,
    pub decoration: Decoration,
    pub word_spacing: f32,
    pub letter_spacing: f32,
    pub align: TextAlign,
    pub max_lines: Option<usize>,
    pub text_overflow: TextOverflow,
}Fields§
§color: Color§text_shadows: Vec<TextShadow>§font_family: SmallVec<[String; 2]>§font_size: f32§font_slant: Slant§font_weight: Weight§font_width: Width§line_height: f32§decoration: Decoration§word_spacing: f32§letter_spacing: f32§align: TextAlign§max_lines: Option<usize>§text_overflow: TextOverflowTrait Implementations§
source§impl Clone for FontStyleState
 
impl Clone for FontStyleState
source§fn clone(&self) -> FontStyleState
 
fn clone(&self) -> FontStyleState
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 FontStyleState
 
impl Component for FontStyleState
source§impl Debug for FontStyleState
 
impl Debug for FontStyleState
source§impl Default for FontStyleState
 
impl Default for FontStyleState
source§impl From<&FontStyleState> for TextStyle
 
impl From<&FontStyleState> for TextStyle
source§fn from(value: &FontStyleState) -> Self
 
fn from(value: &FontStyleState) -> Self
Converts to this type from the input type.
source§impl PartialEq<FontStyleState> for FontStyleState
 
impl PartialEq<FontStyleState> for FontStyleState
source§fn eq(&self, other: &FontStyleState) -> bool
 
fn eq(&self, other: &FontStyleState) -> bool
This method tests for 
self and other values to be equal, and is used
by ==.source§impl State<CustomAttributeValues> for FontStyleState
 
impl State<CustomAttributeValues> for FontStyleState
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 = (FontStyleState,)
 
type ParentDependencies = (FontStyleState,)
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 StructuralPartialEq for FontStyleState
Auto Trait Implementations§
impl RefUnwindSafe for FontStyleState
impl Send for FontStyleState
impl Sync for FontStyleState
impl Unpin for FontStyleState
impl UnwindSafe for FontStyleState
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> Instrument for T
 
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
 
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
 
fn in_current_span(self) -> Instrumented<Self>
§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> TupleAddComponent for Twhere
    T: Send + Sync + Component,
    <T as Component>::Tracking: Send + Sync,
 
impl<T> TupleAddComponent for Twhere T: Send + Sync + Component, <T as Component>::Tracking: Send + Sync,
§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].