[−][src]Struct amethyst_test::CustomDispatcherState
State with a custom dispatcher.
This allows you to specify which systems you want to run within the state. This should be
constructed using the CustomDispatcherStateBuilder
.
Trait Implementations
impl<'a, 'b> Debug for CustomDispatcherState<'a, 'b>
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impl<'a, 'b> Default for CustomDispatcherState<'a, 'b>
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fn default() -> CustomDispatcherState<'a, 'b>
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impl<'a, 'b, T, E> State<T, E> for CustomDispatcherState<'a, 'b> where
T: GameUpdate,
E: Send + Sync + 'static,
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T: GameUpdate,
E: Send + Sync + 'static,
fn on_start(&mut self, data: StateData<T>)
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fn on_stop(&mut self, _data: StateData<T>)
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fn update(&mut self, data: StateData<T>) -> Trans<T, E>
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fn on_pause(&mut self, _data: StateData<T>)
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fn on_resume(&mut self, _data: StateData<T>)
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fn handle_event(&mut self, _data: StateData<T>, _event: E) -> Trans<T, E>
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fn fixed_update(&mut self, _data: StateData<T>) -> Trans<T, E>
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fn shadow_fixed_update(&mut self, _data: StateData<T>)
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fn shadow_update(&mut self, _data: StateData<T>)
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Auto Trait Implementations
impl<'a, 'b> !RefUnwindSafe for CustomDispatcherState<'a, 'b>
impl<'a, 'b> !Send for CustomDispatcherState<'a, 'b>
impl<'a, 'b> !Sync for CustomDispatcherState<'a, 'b>
impl<'a, 'b> Unpin for CustomDispatcherState<'a, 'b>
impl<'a, 'b> !UnwindSafe for CustomDispatcherState<'a, 'b>
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,
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D: AdaptFrom<S, Swp, Dwp, T>,
Dwp: WhitePoint,
Swp: WhitePoint,
T: Component + Float,
fn adapt_into_using<M>(self, method: M) -> D where
M: TransformMatrix<Swp, Dwp, T>,
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M: TransformMatrix<Swp, Dwp, T>,
fn adapt_into(self) -> D
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Any for T where
T: Any,
T: Any,
fn get_type_id(&self) -> TypeId
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T where
T: SimpleState,
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T: SimpleState,
fn on_start(&mut self, data: StateData<GameData>)
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Executed when the game state begins.
fn on_stop(&mut self, data: StateData<GameData>)
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Executed when the game state exits.
fn on_pause(&mut self, data: StateData<GameData>)
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Executed when a different game state is pushed onto the stack.
fn on_resume(&mut self, data: StateData<GameData>)
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Executed when the application returns to this game state once again.
fn handle_event(
&mut self,
data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
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&mut self,
data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed on every frame before updating, for use in reacting to events.
fn fixed_update(
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
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&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed repeatedly at stable, predictable intervals (1/60th of a second by default).
fn update(
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
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&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
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>)
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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>)
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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<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
impl<T> Supports<T> for T
impl<T> TryDefault for T where
T: Default,
T: Default,
fn try_default() -> Result<T, String>
fn unwrap_default() -> Self
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,