[−][src]Struct amethyst_test::CustomDispatcherState
State with a custom dispatcher.
This allows you to specify which systems you want to run within the state. This should be
constructed using the CustomDispatcherStateBuilder
.
Trait Implementations
impl<'a, 'b> Default for CustomDispatcherState<'a, 'b>
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fn default() -> CustomDispatcherState<'a, 'b>
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impl<'a, 'b> Debug for CustomDispatcherState<'a, 'b>
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impl<'a, 'b, T, E> State<T, E> for CustomDispatcherState<'a, 'b> where
T: GameUpdate,
E: Send + Sync + 'static,
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T: GameUpdate,
E: Send + Sync + 'static,
fn on_start(&mut self, data: StateData<T>)
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fn on_stop(&mut self, _data: StateData<T>)
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fn update(&mut self, data: StateData<T>) -> Trans<T, E>
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fn on_pause(&mut self, _data: StateData<T>)
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Executed when a different game state is pushed onto the stack.
fn on_resume(&mut self, _data: StateData<T>)
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Executed when the application returns to this game state once again.
fn handle_event(&mut self, _data: StateData<T>, _event: E) -> Trans<T, E>
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Executed on every frame before updating, for use in reacting to events.
fn fixed_update(&mut self, _data: StateData<T>) -> Trans<T, E>
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Executed repeatedly at stable, predictable intervals (1/60th of a second by default), if this is the active state. Read more
fn shadow_fixed_update(&mut self, _data: StateData<T>)
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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. Read more
fn shadow_update(&mut self, _data: StateData<T>)
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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. Read more
Auto Trait Implementations
impl<'a, 'b> !Send for CustomDispatcherState<'a, 'b>
impl<'a, 'b> !Sync for CustomDispatcherState<'a, 'b>
Blanket Implementations
impl<T> From for T
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impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = !
try_from
)The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
try_from
)The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> State for T where
T: SimpleState,
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T: SimpleState,
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
) -> Trans<GameData<'static, 'static>, StateEvent>
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&mut self,
data: StateData<GameData>,
event: StateEvent
) -> Trans<GameData<'static, 'static>, StateEvent>
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>
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&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent>
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>
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&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent>
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.
impl<T> Same for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
impl<T> Erased for T
impl<T> Any for T where
T: Any,
T: Any,
fn get_type_id(&self) -> TypeId
impl<T> TryDefault for T where
T: Default,
T: Default,
fn try_default() -> Result<T, String>
fn unwrap_default() -> Self
Calls try_default
and panics on an error case.
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>,
T: Parameter<Self>,
Sets value
as a parameter of self
.