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TachyonUI 0.1.0
High-performance UI for building tools.
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What a MoveChild did: the slot rotations it applied at each depth, so code that stores ElementRefs (e.g. More...
#include <gui_core/elements/gui_element.h>
Classes | |
| struct | Rotation |
Public Member Functions | |
| ElementRef | Remap (ElementRef ref) const |
| Where ref sits after the move. | |
Public Attributes | |
| std::vector< Rotation > | rotations |
| uint32_t | childDepth = 0 |
| depth of the moved siblings | |
| uint32_t | siblingsBegin = 0 |
| absolute slot range of the siblings that changed order | |
| uint32_t | siblingsEnd = 0 |
What a MoveChild did: the slot rotations it applied at each depth, so code that stores ElementRefs (e.g.
the window registry) can follow the elements.
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inline |
Where ref sits after the move.
| std::vector<Rotation> tachyon::ElementMove::rotations |
| uint32_t tachyon::ElementMove::childDepth = 0 |
depth of the moved siblings
| uint32_t tachyon::ElementMove::siblingsBegin = 0 |
absolute slot range of the siblings that changed order
| uint32_t tachyon::ElementMove::siblingsEnd = 0 |