[][src]Struct amethyst_test::PopState

pub struct PopState;

State that returns Trans::Pop on .update().

Trait Implementations

impl Debug for PopState[src]

impl<T, E> State<T, E> for PopState where
    E: Send + Sync + 'static, 
[src]

Auto Trait Implementations

impl RefUnwindSafe for PopState

impl Send for PopState

impl Sync for PopState

impl Unpin for PopState

impl UnwindSafe for PopState

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<(), StateEvent<StringBindings>> for T where
    T: EmptyState
[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<StringBindings>
) -> Trans<(), StateEvent<StringBindings>>
[src]

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

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

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

fn update(
    &mut self,
    data: StateData<()>
) -> Trans<(), 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<()>)[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> 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>,