[][src]Struct amethyst_test::SequencerState

pub struct SequencerState<T, E> where
    E: Send + Sync + 'static, 
{ /* fields omitted */ }

Pushes each State onto the Amethyst state stack in reverse order (LIFO).

This implementation does not override the Transition returned by the State that is pushed to. Furthermore, it always transitions to the next state in the stack, which means there is no "opt-out" of going through the stack.

Methods

impl<T, E> SequencerState<T, E> where
    E: Send + Sync + 'static, 
[src]

pub fn new(states: Vec<Box<dyn State<T, E>>>) -> Self[src]

Constructs a new SequencerState.

Trait Implementations

impl<T, E> Debug for SequencerState<T, E> where
    E: Send + Sync + 'static, 
[src]

impl<T, E> State<T, E> for SequencerState<T, E> where
    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<T, E> !Send for SequencerState<T, E>

impl<T, E> !Sync for SequencerState<T, E>

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> State for T where
    T: EmptyState
[src]

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

Executed when the game state begins.

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

Executed when the game state exits.

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

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

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

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

fn handle_event(
    &mut self,
    data: StateData<()>,
    event: StateEvent
) -> Trans<(), StateEvent>
[src]

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

fn fixed_update(&mut self, data: StateData<()>) -> Trans<(), StateEvent>[src]

Executed repeatedly at stable, predictable intervals (1/60th of a second by default).

fn update(&mut self, data: StateData<()>) -> Trans<(), 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<()>)[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<()>)[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> 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.