Struct ComponentTree

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pub struct ComponentTree { /* private fields */ }
Expand description

Respents a component tree

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impl ComponentTree

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pub fn new() -> Self

Create a new ComponentTree

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pub fn clear(&mut self)

Clear the component tree

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pub fn get(&self, node_id: NodeId) -> Option<&ComponentNode>

Get node by NodeId

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pub fn get_mut(&mut self, node_id: NodeId) -> Option<&mut ComponentNode>

Get mutable node by NodeId

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pub fn current_node(&self) -> Option<&ComponentNode>

Get current node

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pub fn current_node_mut(&mut self) -> Option<&mut ComponentNode>

Get mutable current node

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pub fn add_node(&mut self, node_component: ComponentNode)

Add a new node to the tree Nodes now store their intrinsic constraints in their metadata. The node_component itself primarily holds the measure_fn.

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pub fn pop_node(&mut self)

Pop the last node from the queue

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pub fn compute( &mut self, screen_size: PxSize, cursor_position: Option<PxPosition>, cursor_events: Vec<CursorEvent>, keyboard_events: Vec<KeyEvent>, ime_events: Vec<Ime>, modifiers: ModifiersState, compute_resource_manager: Arc<RwLock<ComputeResourceManager>>, gpu: &Device, clipboard: &mut Clipboard, ) -> (Vec<(Command, PxSize, PxPosition)>, WindowRequests)

Compute the ComponentTree into a list of rendering commands

This method processes the component tree through three main phases:

  1. Measure Phase: Calculate sizes and positions for all components
  2. Command Generation: Extract draw commands from component metadata
  3. State Handling: Process user interactions and events

Returns a tuple of (commands, window_requests) where commands contain the rendering instructions with their associated sizes and positions.

Trait Implementations§

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impl Default for ComponentTree

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fn default() -> Self

Returns the “default value” for a type. Read more

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