pub struct SceneProperties {
    transform_properties: FastHashMap<PropertyBindingId, LayoutTransform>,
    float_properties: FastHashMap<PropertyBindingId, f32>,
    color_properties: FastHashMap<PropertyBindingId, ColorF>,
    current_properties: DynamicProperties,
    pending_properties: Option<DynamicProperties>,
}
Expand description

Stores a map of the animated property bindings for the current display list. These can be used to animate the transform and/or opacity of a display list without re-submitting the display list itself.

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§transform_properties: FastHashMap<PropertyBindingId, LayoutTransform>§float_properties: FastHashMap<PropertyBindingId, f32>§color_properties: FastHashMap<PropertyBindingId, ColorF>§current_properties: DynamicProperties§pending_properties: Option<DynamicProperties>

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impl SceneProperties

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pub fn new() -> Self

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pub fn reset_properties(&mut self)

Reset the pending properties without flush.

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pub fn add_properties(&mut self, properties: DynamicProperties)

Add to the current property list for this display list.

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pub fn add_transforms( &mut self, transforms: Vec<PropertyValue<LayoutTransform>> )

Add to the current transform property list for this display list.

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pub fn flush_pending_updates(&mut self) -> bool

Flush any pending updates to the scene properties. Returns true if the properties have changed since the last flush was called. This code allows properties to be changed by multiple reset_properties, add_properties and add_transforms calls during a single transaction, and still correctly determine if any properties have changed. This can have significant power saving implications, allowing a frame build to be skipped if the properties haven’t changed in many cases.

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pub fn resolve_layout_transform( &self, property: &PropertyBinding<LayoutTransform> ) -> LayoutTransform

Get the current value for a transform property.

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pub fn resolve_float(&self, property: &PropertyBinding<f32>) -> f32

Get the current value for a float property.

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pub fn float_properties(&self) -> &FastHashMap<PropertyBindingId, f32>

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pub fn resolve_color(&self, property: &PropertyBinding<ColorF>) -> ColorF

Get the current value for a color property.

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pub fn color_properties(&self) -> &FastHashMap<PropertyBindingId, ColorF>

Trait Implementations§

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impl Serialize for SceneProperties

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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type Init = T

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type Error = <U as TryFrom<T>>::Error

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