[][src]Struct amethyst::StateData

pub struct StateData<'a, T> {
    pub world: &'a mut World,
    pub data: &'a mut T,

State data encapsulates the data sent to all state functions from the application main loop.


world: &'a mut World

Main World

data: &'a mut T

User defined game data


impl<'a, T> StateData<'a, T> where
    T: 'a, 

pub fn new(world: &'a mut World, data: &'a mut T) -> Self[src]

Create a new state data

Auto Trait Implementations

impl<'a, T> Send for StateData<'a, T> where
    T: Send

impl<'a, T> Sync for StateData<'a, T> where
    T: Sync

Blanket Implementations

impl<T> From for T[src]

impl<T, U> Into for T where
    U: From<T>, 

impl<T, U> TryFrom for T where
    U: Into<T>, 

type Error = Infallible

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized

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

impl<T> BorrowMut for T where
    T: ?Sized

impl<T, U> TryInto for T where
    U: TryFrom<T>, 

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

The type returned in the event of a conversion error.

impl<T> Same for T

type Output = T

Should always be Self

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

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

impl<T> Any for T where
    T: Any

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

impl<T> Erased for T

impl<T> SetParameter for T

fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
    T: Parameter<Self>, 

Sets value as a parameter of self.