[][src]Struct amethyst_test::FunctionState

pub struct FunctionState<F> where
    F: FnOnce(&mut World), 
{ /* fields omitted */ }

Runs a function in .update() then Pops itself.

The function is run before GameUpdate#update(world) is called.

Implementations

impl<F> FunctionState<F> where
    F: FnOnce(&mut World), 
[src]

pub fn new(function: F) -> Self[src]

Returns a new FunctionState

Trait Implementations

impl<F: Debug> Debug for FunctionState<F> where
    F: FnOnce(&mut World), 
[src]

impl<F, T, E> State<T, E> for FunctionState<F> where
    F: FnOnce(&mut World),
    T: GameUpdate,
    E: Send + Sync + 'static, 
[src]

Auto Trait Implementations

impl<F> RefUnwindSafe for FunctionState<F> where
    F: RefUnwindSafe

impl<F> Send for FunctionState<F> where
    F: Send

impl<F> Sync for FunctionState<F> where
    F: Sync

impl<F> Unpin for FunctionState<F> where
    F: Unpin

impl<F> UnwindSafe for FunctionState<F> where
    F: 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> 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<T> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T where
    T: SimpleState
[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<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
[src]

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>>
[src]

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>>
[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.

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

impl<T> Supports<T> for T

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>,