Struct CrossFade
pub struct CrossFade<K> { /* private fields */ }Implementations§
§impl<K> CrossFade<K>
impl<K> CrossFade<K>
pub const SPEC: MotionSpec = CROSS_FADE
pub fn show(
&mut self,
next: K,
motion: EffectiveMotion,
source: MotionSource,
now: Instant,
)
pub fn show( &mut self, next: K, motion: EffectiveMotion, source: MotionSource, now: Instant, )
Show next; a no-op when it is already shown.
pub fn arrive(&mut self, next: K, motion: EffectiveMotion, now: Instant)
pub fn arrive(&mut self, next: K, motion: EffectiveMotion, now: Instant)
Show next, data that arrived (a read’s answer replacing its placeholder): no hand caused
it, so it fades at fast rather than landing or waiting on input; a no-op when already
shown.
pub fn outgoing(&self, now: Instant) -> Option<(&K, f32)>
pub fn outgoing(&self, now: Instant) -> Option<(&K, f32)>
The outgoing content and its opacity, while it still shows.
pub fn is_moving(&self, now: Instant) -> bool
pub fn settles_at(&self) -> Option<Instant>
Trait Implementations§
Auto Trait Implementations§
impl<K> Freeze for CrossFade<K>where
K: Freeze,
impl<K> RefUnwindSafe for CrossFade<K>where
K: RefUnwindSafe,
impl<K> Send for CrossFade<K>where
K: Send,
impl<K> Sync for CrossFade<K>where
K: Sync,
impl<K> Unpin for CrossFade<K>where
K: Unpin,
impl<K> UnsafeUnpin for CrossFade<K>where
K: UnsafeUnpin,
impl<K> UnwindSafe for CrossFade<K>where
K: UnwindSafe,
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