Enum amethyst::StateEvent [−][src]
The enum holding the different types of event that can be received in a State
in the
handle_event
method.
Variants
Events sent by the winit window.
Events sent by the ui system.
Events sent by the input system.
Trait Implementations
impl<T> Clone for StateEvent<T> where
T: BindingTypes,
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T: BindingTypes,
fn clone(&self) -> Self
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pub fn clone_from(&mut self, source: &Self)
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impl<T: Debug> Debug for StateEvent<T> where
T: BindingTypes,
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T: BindingTypes,
impl<T: EmptyState> State<(), StateEvent<StringBindings>> for T
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fn on_start(&mut self, data: StateData<'_, ()>)
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Executed when the game state begins.
fn on_stop(&mut self, data: StateData<'_, ()>)
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Executed when the game state exits.
fn on_pause(&mut self, data: StateData<'_, ()>)
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Executed when a different game state is pushed onto the stack.
fn on_resume(&mut self, data: StateData<'_, ()>)
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Executed when the application returns to this game state once again.
fn handle_event(
&mut self,
data: StateData<'_, ()>,
event: StateEvent
) -> EmptyTrans
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&mut self,
data: StateData<'_, ()>,
event: StateEvent
) -> EmptyTrans
Executed on every frame before updating, for use in reacting to events.
fn fixed_update(&mut self, data: StateData<'_, ()>) -> EmptyTrans
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Executed repeatedly at stable, predictable intervals (1/60th of a second by default).
fn update(&mut self, data: StateData<'_, ()>) -> EmptyTrans
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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<'_, ()>)
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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<'_, ()>)
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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<T: SimpleState> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T
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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
) -> SimpleTrans
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&mut self,
data: StateData<'_, GameData<'_, '_>>,
event: StateEvent
) -> SimpleTrans
Executed on every frame before updating, for use in reacting to events.
fn fixed_update(&mut self, data: StateData<'_, GameData<'_, '_>>) -> SimpleTrans
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Executed repeatedly at stable, predictable intervals (1/60th of a second by default).
fn update(&mut self, data: StateData<'_, GameData<'_, '_>>) -> SimpleTrans
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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.
Auto Trait Implementations
impl<T> RefUnwindSafe for StateEvent<T> where
<T as BindingTypes>::Action: RefUnwindSafe,
<T as BindingTypes>::Axis: RefUnwindSafe,
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<T as BindingTypes>::Action: RefUnwindSafe,
<T as BindingTypes>::Axis: RefUnwindSafe,
impl<T> Send for StateEvent<T>
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impl<T> Sync for StateEvent<T>
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impl<T> Unpin for StateEvent<T> where
<T as BindingTypes>::Action: Unpin,
<T as BindingTypes>::Axis: Unpin,
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<T as BindingTypes>::Action: Unpin,
<T as BindingTypes>::Axis: Unpin,
impl<T> UnwindSafe for StateEvent<T> where
<T as BindingTypes>::Action: UnwindSafe,
<T as BindingTypes>::Axis: UnwindSafe,
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<T as BindingTypes>::Action: UnwindSafe,
<T as BindingTypes>::Axis: UnwindSafe,
Blanket Implementations
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
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T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
pub fn adapt_into_using<M>(self, method: M) -> D where
M: TransformMatrix<Swp, Dwp, T>,
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M: TransformMatrix<Swp, Dwp, T>,
pub 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,
pub 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,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> Clone for T where
T: Clone,
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T: Clone,
impl<T> Event for T where
T: Send + Sync + 'static,
T: Send + Sync + 'static,
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> Pointable for T
pub const ALIGN: usize
type Init = T
The type for initializers.
pub unsafe fn init(init: <T as Pointable>::Init) -> usize
pub unsafe fn deref<'a>(ptr: usize) -> &'a T
pub unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T
pub unsafe fn drop(ptr: usize)
impl<T> Resource for T where
T: Any + Send + Sync,
T: Any + Send + Sync,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> SetParameter for T
pub fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
pub fn to_subset(&self) -> Option<SS>
pub fn is_in_subset(&self) -> bool
pub unsafe fn to_subset_unchecked(&self) -> SS
pub fn from_subset(element: &SS) -> SP
impl<T> Supports<T> for T
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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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.
pub 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.
pub 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>,