[][src]Struct amethyst_test::CustomDispatcherState

pub struct CustomDispatcherState<'a, 'b> { /* fields omitted */ }

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>[src]

impl<'a, 'b> Debug for CustomDispatcherState<'a, 'b>[src]

impl<'a, 'b, T, E> State<T, E> for CustomDispatcherState<'a, 'b> where
    T: GameUpdate,
    E: Send + Sync + 'static, 
[src]

fn on_pause(&mut self, _data: StateData<T>)[src]

Executed when a different game state is pushed onto the stack.

fn on_resume(&mut self, _data: StateData<T>)[src]

Executed when the application returns to this game state once again.

fn handle_event(&mut self, _data: StateData<T>, _event: E) -> Trans<T, E>[src]

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

fn fixed_update(&mut self, _data: StateData<T>) -> Trans<T, E>[src]

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>)[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. Read more

fn shadow_update(&mut self, _data: StateData<T>)[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. 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[src]

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

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

type Error = !

🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
[src]

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

impl<T> BorrowMut for T where
    T: ?Sized
[src]

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
[src]

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

🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> State 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
) -> Trans<GameData<'static, 'static>, StateEvent>
[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>
[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>
[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<T> Same for T

type Output = T

Should always be Self

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

impl<T> Erased for T

impl<T> Any for T where
    T: Any

impl<T> TryDefault for T where
    T: Default

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>, 

Sets value as a parameter of self.