[][src]Struct amethyst_test::SequencerState

pub struct SequencerState<T, E> where
    E: Send + Sync + 'static, 
{ /* fields omitted */ }

Pushes each State onto the Amethyst state stack in reverse order (LIFO).

This implementation does not override the Transition returned by the State that is pushed to. Furthermore, it always transitions to the next state in the stack, which means there is no "opt-out" of going through the stack.

Implementations

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

pub fn new(states: Vec<Box<dyn State<T, E>>>) -> Self[src]

Constructs a new SequencerState.

Trait Implementations

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

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

Auto Trait Implementations

impl<T, E> !RefUnwindSafe for SequencerState<T, E>

impl<T, E> !Send for SequencerState<T, E>

impl<T, E> !Sync for SequencerState<T, E>

impl<T, E> Unpin for SequencerState<T, E>

impl<T, E> !UnwindSafe for SequencerState<T, E>

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> From<T> for T[src]

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

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>,