struct State<CB: CursorRedrawCb> {
alpha: Alpha,
anim_phase: AnimPhase,
redraw_cb: Weak<UiMutex<CB>>,
timer: Option<SourceId>,
counter: Option<BlinkCount>,
}
Fields§
§alpha: Alpha
§anim_phase: AnimPhase
§redraw_cb: Weak<UiMutex<CB>>
§timer: Option<SourceId>
§counter: Option<BlinkCount>
Implementations§
Auto Trait Implementations§
impl<CB> Freeze for State<CB>
impl<CB> !RefUnwindSafe for State<CB>
impl<CB> Send for State<CB>
impl<CB> Sync for State<CB>
impl<CB> Unpin for State<CB>
impl<CB> !UnwindSafe for State<CB>
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