Versions in this module Expand all Collapse all v0 v0.1.5 Sep 2, 2021 v0.1.2 Mar 3, 2020 Changes in this version + var FallbackNodeAction = func() marker.NodeAction { ... }() + func Equivalent(i, j *Intent) bool + type Input interface + GetName func() string + type Intent struct + Active marker.NodeAction + NodeName string + State marker.NodeState + UpdateAvailable marker.NodeUpdate + Wanted marker.NodeAction + func Given(input Input) *Intent + func (i *Intent) Actionable() bool + func (i *Intent) DegradedPath() bool + func (i *Intent) DisplayString() string + func (i *Intent) Errored() bool + func (i *Intent) GetAnnotations() map[string]string + func (i *Intent) GetLabels() map[string]string + func (i *Intent) GetName() string + func (i *Intent) HasUpdateAvailable() bool + func (i *Intent) InProgress() bool + func (i *Intent) Intrusive() bool + func (i *Intent) Projected() *Intent + func (i *Intent) Realized() bool + func (i *Intent) Reset() *Intent + func (i *Intent) SetBeginUpdate() *Intent + func (i *Intent) SetUpdateAvailable(available bool) *Intent + func (i *Intent) Stuck() bool + func (i *Intent) Terminal() bool + func (i *Intent) Waiting() bool + func (i Intent) Clone() *Intent