pub struct ItemId(/* private fields */);Expand description
Opaque identifier for a SceneItem inside a Scene.
Globally unique within a process, generated by ItemId::next.
ItemIds are stable across the item’s lifetime in a scene, and the scene
never reuses one: ItemId::next only ever counts up, so a removal can
never be confused with a later, unrelated insertion.
The one door that puts a retired id back is
Scene::restore, which re-inserts a
RemovedItem salvaged by
Scene::take at its original id. That is not
reuse — it is the same item coming back — and it is deliberate: selection,
magnets, the logical AT tree and every app side-map key on the id, so an
undone deletion that minted a fresh id would restore the pixels and lose
all of it. See Scene::restore.
Implementations§
Trait Implementations§
impl Copy for ItemId
impl Eq for ItemId
Source§impl Ord for ItemId
impl Ord for ItemId
1.21.0 (const: unstable) · Source§fn max(self, other: Self) -> Selfwhere
Self: Sized,
fn max(self, other: Self) -> Selfwhere
Self: Sized,
Compares and returns the maximum of two values. Read more
Source§impl PartialOrd for ItemId
impl PartialOrd for ItemId
impl StructuralPartialEq for ItemId
Auto Trait Implementations§
impl Freeze for ItemId
impl RefUnwindSafe for ItemId
impl Send for ItemId
impl Sync for ItemId
impl Unpin for ItemId
impl UnsafeUnpin for ItemId
impl UnwindSafe for ItemId
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