[][src]Enum amethyst::prelude::StateEvent

pub enum StateEvent<T = StringBindings> where
    T: BindingTypes
{ Window(Event), Ui(UiEvent), Input(InputEvent<T>), }

The enum holding the different types of event that can be received in a State in the handle_event method.

Variants

Window(Event)

Events sent by the winit window.

Ui(UiEvent)

Events sent by the ui system.

Input(InputEvent<T>)

Events sent by the input system.

Trait Implementations

impl<T> Clone for StateEvent<T> where
    T: BindingTypes
[src]

impl<T: Debug> Debug for StateEvent<T> where
    T: BindingTypes
[src]

impl<T: EmptyState> State<(), StateEvent<StringBindings>> for T[src]

fn on_start(&mut self, data: StateData<()>)[src]

Executed when the game state begins.

fn on_stop(&mut self, data: StateData<()>)[src]

Executed when the game state exits.

fn on_pause(&mut self, data: StateData<()>)[src]

Executed when a different game state is pushed onto the stack.

fn on_resume(&mut self, data: StateData<()>)[src]

Executed when the application returns to this game state once again.

fn handle_event(&mut self, data: StateData<()>, event: StateEvent) -> EmptyTrans[src]

Executed on every frame before updating, for use in reacting to events.

fn fixed_update(&mut self, data: StateData<()>) -> EmptyTrans[src]

Executed repeatedly at stable, predictable intervals (1/60th of a second by default).

fn update(&mut self, data: StateData<()>) -> EmptyTrans[src]

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).

fn shadow_fixed_update(&mut self, data: StateData<()>)[src]

Executed repeatedly at stable, predictable intervals (1/60th of a second by default), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

fn shadow_update(&mut self, data: StateData<()>)[src]

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

impl<T: SimpleState> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T[src]

fn on_start(&mut self, data: StateData<GameData>)[src]

Executed when the game state begins.

fn on_stop(&mut self, data: StateData<GameData>)[src]

Executed when the game state exits.

fn on_pause(&mut self, data: StateData<GameData>)[src]

Executed when a different game state is pushed onto the stack.

fn on_resume(&mut self, data: StateData<GameData>)[src]

Executed when the application returns to this game state once again.

fn handle_event(
    &mut self,
    data: StateData<GameData>,
    event: StateEvent
) -> SimpleTrans
[src]

Executed on every frame before updating, for use in reacting to events.

fn fixed_update(&mut self, data: StateData<GameData>) -> SimpleTrans[src]

Executed repeatedly at stable, predictable intervals (1/60th of a second by default).

fn update(&mut self, data: StateData<GameData>) -> SimpleTrans[src]

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).

fn shadow_fixed_update(&mut self, data: StateData<GameData>)[src]

Executed repeatedly at stable, predictable intervals (1/60th of a second by default), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

fn shadow_update(&mut self, data: StateData<GameData>)[src]

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

Auto Trait Implementations

impl<T> RefUnwindSafe for StateEvent<T> where
    <T as BindingTypes>::Action: RefUnwindSafe,
    <T as BindingTypes>::Axis: RefUnwindSafe

impl<T> Send for StateEvent<T> where
    <T as BindingTypes>::Action: Send,
    <T as BindingTypes>::Axis: Send

impl<T> Sync for StateEvent<T> where
    <T as BindingTypes>::Action: Sync,
    <T as BindingTypes>::Axis: Sync

impl<T> Unpin for StateEvent<T> where
    <T as BindingTypes>::Action: Unpin,
    <T as BindingTypes>::Axis: Unpin

impl<T> UnwindSafe for StateEvent<T> where
    <T as BindingTypes>::Action: UnwindSafe,
    <T as BindingTypes>::Axis: UnwindSafe

Blanket Implementations

impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
    D: AdaptFrom<S, Swp, Dwp, T>,
    Dwp: WhitePoint,
    Swp: WhitePoint,
    T: Component + Float
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Any for T where
    T: Any

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Clone for T where
    T: Clone
[src]

impl<T> Event for T where
    T: Send + Sync + 'static, 

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Resource for T where
    T: Any + Send + Sync

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T> SetParameter for T

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 

impl<T> Supports<T> for T

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,