[][src]Struct amethyst_test::FunctionState

pub struct FunctionState<F> where
    F: Fn(&mut World), 
{ /* fields omitted */ }

Runs a function in .update() then Pops itself.

The function is run before GameUpdate#update(world) is called.

Methods

impl<F> FunctionState<F> where
    F: Fn(&mut World), 
[src]

pub fn new(function: F) -> Self[src]

Constructs a new FunctionState.

Trait Implementations

impl<F: Debug> Debug for FunctionState<F> where
    F: Fn(&mut World), 
[src]

impl<F, T, E> State<T, E> for FunctionState<F> where
    F: Fn(&mut World),
    T: GameUpdate,
    E: Send + Sync + 'static, 
[src]

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

Executed when the game state begins.

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

Executed when the game state exits.

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<F> Send for FunctionState<F> where
    F: Send

impl<F> Sync for FunctionState<F> where
    F: Sync

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

impl<T> Same for T

type Output = T

Should always be Self

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

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

impl<T> Erased for T

impl<T> Any for T where
    T: Any

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.