Struct zng_var::animation::AnimationHandle

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pub struct AnimationHandle(/* private fields */);
Expand description

Represents a running animation.

Drop all clones of this handle to stop the animation, or call perm to drop the handle but keep the animation alive until it is stopped from the inside.

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impl AnimationHandle

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pub fn dummy() -> Self

Create dummy handle that is always in the stopped state.

Note that Option<AnimationHandle> takes up the same space as AnimationHandle and avoids an allocation.

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pub fn perm(self)

Drops the handle but does not stop.

The animation stays in memory for the duration of the app or until another handle calls stop.

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pub fn is_permanent(&self) -> bool

If another handle has called perm.

If true the animation will stay active until the app exits, unless stop is called.

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pub fn stop(self)

Drops the handle and forces the animation to drop.

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pub fn is_stopped(&self) -> bool

If another handle has called stop.

The animation is already dropped or will be dropped in the next app update, this is irreversible.

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pub fn downgrade(&self) -> WeakAnimationHandle

Create a weak handle.

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pub fn hook_animation_stop( &self, handler: Box<dyn FnOnce() + Send>, ) -> Result<(), Box<dyn FnOnce() + Send>>

Register a handler to be called once when the animation stops.

Returns the handler if the animation has already stopped.

Trait Implementations§

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impl Clone for AnimationHandle

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fn clone(&self) -> AnimationHandle

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for AnimationHandle

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for AnimationHandle

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fn default() -> Self

dummy.

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impl Hash for AnimationHandle

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for AnimationHandle

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fn eq(&self, other: &AnimationHandle) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Eq for AnimationHandle

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impl StructuralPartialEq for AnimationHandle

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