The possible states an element can be in. States can be changed using
Element::set_state and checked using
no pending state.
the NULL state or initial state of an element.
the element is ready to go to PAUSED.
the element is PAUSED, it is ready to accept and process data. Sink elements however only accept one buffer and then block.
the element is PLAYING, the
Clock is running and
the data is flowing.
impl<'a> FromValueOptional<'a> for State[src]
fn hash_slice<H>(data: &[Self], state: &mut H) where1.3.0[src]
impl PartialOrd<State> for State[src]
fn partial_cmp(&self, other: &State) -> Option<Ordering>[src]
impl StaticType for State[src]
impl StructuralEq for State[src]
impl StructuralPartialEq for State[src]
Auto Trait Implementations
impl RefUnwindSafe for State
impl UnwindSafe for State
type Owned = T
The resulting type after obtaining ownership.
fn clone_into(&self, target: &mut T)[src]
type Error = Infallible
The type returned in the event of a conversion error.