GameEvent

Enum GameEvent 

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pub enum GameEvent<'mc> {
Show 80 variants BlockActivate { inner: GameEventStruct<'mc>, }, BlockAttach { inner: GameEventStruct<'mc>, }, BlockChange { inner: GameEventStruct<'mc>, }, BlockClose { inner: GameEventStruct<'mc>, }, BlockDeactivate { inner: GameEventStruct<'mc>, }, BlockDestroy { inner: GameEventStruct<'mc>, }, BlockDetach { inner: GameEventStruct<'mc>, }, BlockOpen { inner: GameEventStruct<'mc>, }, BlockPlace { inner: GameEventStruct<'mc>, }, BlockPress { inner: GameEventStruct<'mc>, }, BlockSwitch { inner: GameEventStruct<'mc>, }, BlockUnpress { inner: GameEventStruct<'mc>, }, BlockUnswitch { inner: GameEventStruct<'mc>, }, ContainerClose { inner: GameEventStruct<'mc>, }, ContainerOpen { inner: GameEventStruct<'mc>, }, DispenseFail { inner: GameEventStruct<'mc>, }, Drink { inner: GameEventStruct<'mc>, }, DrinkingFinish { inner: GameEventStruct<'mc>, }, Eat { inner: GameEventStruct<'mc>, }, ElytraFreeFall { inner: GameEventStruct<'mc>, }, ElytraGlide { inner: GameEventStruct<'mc>, }, EntityDamage { inner: GameEventStruct<'mc>, }, EntityDamaged { inner: GameEventStruct<'mc>, }, EntityDie { inner: GameEventStruct<'mc>, }, EntityDismount { inner: GameEventStruct<'mc>, }, EntityDying { inner: GameEventStruct<'mc>, }, EntityInteract { inner: GameEventStruct<'mc>, }, EntityMount { inner: GameEventStruct<'mc>, }, EntityKilled { inner: GameEventStruct<'mc>, }, EntityPlace { inner: GameEventStruct<'mc>, }, EntityAction { inner: GameEventStruct<'mc>, }, EntityRoar { inner: GameEventStruct<'mc>, }, EntityShake { inner: GameEventStruct<'mc>, }, Equip { inner: GameEventStruct<'mc>, }, Explode { inner: GameEventStruct<'mc>, }, Flap { inner: GameEventStruct<'mc>, }, FluidPickup { inner: GameEventStruct<'mc>, }, FluidPlace { inner: GameEventStruct<'mc>, }, HitGround { inner: GameEventStruct<'mc>, }, InstrumentPlay { inner: GameEventStruct<'mc>, }, ItemInteractFinish { inner: GameEventStruct<'mc>, }, ItemInteractStart { inner: GameEventStruct<'mc>, }, JukeboxPlay { inner: GameEventStruct<'mc>, }, JukeboxStopPlay { inner: GameEventStruct<'mc>, }, LightningStrike { inner: GameEventStruct<'mc>, }, MobInteract { inner: GameEventStruct<'mc>, }, NoteBlockPlay { inner: GameEventStruct<'mc>, }, PistonContract { inner: GameEventStruct<'mc>, }, PistonExtend { inner: GameEventStruct<'mc>, }, PrimeFuse { inner: GameEventStruct<'mc>, }, ProjectileLand { inner: GameEventStruct<'mc>, }, ProjectileShoot { inner: GameEventStruct<'mc>, }, RavagerRoar { inner: GameEventStruct<'mc>, }, RingBell { inner: GameEventStruct<'mc>, }, SculkSensorTendrilsClicking { inner: GameEventStruct<'mc>, }, Shear { inner: GameEventStruct<'mc>, }, Shriek { inner: GameEventStruct<'mc>, }, ShulkerClose { inner: GameEventStruct<'mc>, }, ShulkerOpen { inner: GameEventStruct<'mc>, }, Splash { inner: GameEventStruct<'mc>, }, Step { inner: GameEventStruct<'mc>, }, Swim { inner: GameEventStruct<'mc>, }, Teleport { inner: GameEventStruct<'mc>, }, Unequip { inner: GameEventStruct<'mc>, }, WolfShaking { inner: GameEventStruct<'mc>, }, Resonate1 { inner: GameEventStruct<'mc>, }, Resonate2 { inner: GameEventStruct<'mc>, }, Resonate3 { inner: GameEventStruct<'mc>, }, Resonate4 { inner: GameEventStruct<'mc>, }, Resonate5 { inner: GameEventStruct<'mc>, }, Resonate6 { inner: GameEventStruct<'mc>, }, Resonate7 { inner: GameEventStruct<'mc>, }, Resonate8 { inner: GameEventStruct<'mc>, }, Resonate9 { inner: GameEventStruct<'mc>, }, Resonate10 { inner: GameEventStruct<'mc>, }, Resonate11 { inner: GameEventStruct<'mc>, }, Resonate12 { inner: GameEventStruct<'mc>, }, Resonate13 { inner: GameEventStruct<'mc>, }, Resonate14 { inner: GameEventStruct<'mc>, }, Resonate15 { inner: GameEventStruct<'mc>, },
}

Variants§

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BlockActivate

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§inner: GameEventStruct<'mc>
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BlockAttach

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§inner: GameEventStruct<'mc>
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BlockChange

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§inner: GameEventStruct<'mc>
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BlockClose

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§inner: GameEventStruct<'mc>
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BlockDeactivate

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§inner: GameEventStruct<'mc>
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BlockDestroy

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§inner: GameEventStruct<'mc>
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BlockDetach

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§inner: GameEventStruct<'mc>
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BlockOpen

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§inner: GameEventStruct<'mc>
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BlockPlace

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§inner: GameEventStruct<'mc>
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BlockPress

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§inner: GameEventStruct<'mc>
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BlockSwitch

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§inner: GameEventStruct<'mc>
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BlockUnpress

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§inner: GameEventStruct<'mc>
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BlockUnswitch

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§inner: GameEventStruct<'mc>
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ContainerClose

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§inner: GameEventStruct<'mc>
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ContainerOpen

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§inner: GameEventStruct<'mc>
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DispenseFail

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§inner: GameEventStruct<'mc>
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Drink

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§inner: GameEventStruct<'mc>
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DrinkingFinish

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§inner: GameEventStruct<'mc>
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Eat

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§inner: GameEventStruct<'mc>
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ElytraFreeFall

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§inner: GameEventStruct<'mc>
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ElytraGlide

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§inner: GameEventStruct<'mc>
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EntityDamage

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§inner: GameEventStruct<'mc>
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EntityDamaged

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§inner: GameEventStruct<'mc>
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EntityDie

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§inner: GameEventStruct<'mc>
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EntityDismount

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§inner: GameEventStruct<'mc>
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EntityDying

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§inner: GameEventStruct<'mc>
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EntityInteract

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§inner: GameEventStruct<'mc>
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EntityMount

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§inner: GameEventStruct<'mc>
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EntityKilled

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§inner: GameEventStruct<'mc>
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EntityPlace

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§inner: GameEventStruct<'mc>
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EntityAction

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§inner: GameEventStruct<'mc>
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EntityRoar

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§inner: GameEventStruct<'mc>
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EntityShake

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§inner: GameEventStruct<'mc>
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Equip

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§inner: GameEventStruct<'mc>
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Explode

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§inner: GameEventStruct<'mc>
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Flap

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§inner: GameEventStruct<'mc>
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FluidPickup

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§inner: GameEventStruct<'mc>
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FluidPlace

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§inner: GameEventStruct<'mc>
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HitGround

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§inner: GameEventStruct<'mc>
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InstrumentPlay

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§inner: GameEventStruct<'mc>
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ItemInteractFinish

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§inner: GameEventStruct<'mc>
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ItemInteractStart

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§inner: GameEventStruct<'mc>
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JukeboxPlay

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§inner: GameEventStruct<'mc>
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JukeboxStopPlay

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§inner: GameEventStruct<'mc>
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LightningStrike

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§inner: GameEventStruct<'mc>
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MobInteract

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§inner: GameEventStruct<'mc>
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NoteBlockPlay

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§inner: GameEventStruct<'mc>
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PistonContract

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§inner: GameEventStruct<'mc>
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PistonExtend

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§inner: GameEventStruct<'mc>
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PrimeFuse

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§inner: GameEventStruct<'mc>
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ProjectileLand

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§inner: GameEventStruct<'mc>
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ProjectileShoot

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§inner: GameEventStruct<'mc>
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RavagerRoar

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§inner: GameEventStruct<'mc>
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RingBell

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§inner: GameEventStruct<'mc>
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SculkSensorTendrilsClicking

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§inner: GameEventStruct<'mc>
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Shear

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§inner: GameEventStruct<'mc>
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Shriek

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§inner: GameEventStruct<'mc>
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ShulkerClose

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§inner: GameEventStruct<'mc>
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ShulkerOpen

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§inner: GameEventStruct<'mc>
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Splash

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§inner: GameEventStruct<'mc>
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Step

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§inner: GameEventStruct<'mc>
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Swim

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§inner: GameEventStruct<'mc>
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Teleport

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§inner: GameEventStruct<'mc>
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Unequip

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§inner: GameEventStruct<'mc>
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WolfShaking

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§inner: GameEventStruct<'mc>
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Resonate1

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§inner: GameEventStruct<'mc>
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Resonate2

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§inner: GameEventStruct<'mc>
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Resonate3

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§inner: GameEventStruct<'mc>
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Resonate4

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§inner: GameEventStruct<'mc>
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Resonate5

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§inner: GameEventStruct<'mc>
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Resonate6

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§inner: GameEventStruct<'mc>
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Resonate7

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§inner: GameEventStruct<'mc>
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Resonate8

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§inner: GameEventStruct<'mc>
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Resonate9

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§inner: GameEventStruct<'mc>
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Resonate10

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§inner: GameEventStruct<'mc>
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Resonate11

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§inner: GameEventStruct<'mc>
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Resonate12

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§inner: GameEventStruct<'mc>
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Resonate13

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§inner: GameEventStruct<'mc>
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Resonate14

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§inner: GameEventStruct<'mc>
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Resonate15

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§inner: GameEventStruct<'mc>

Implementations§

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impl<'mc> GameEvent<'mc>

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pub fn value_of( env: &SharedJNIEnv<'mc>, arg0: impl Into<String>, ) -> Result<GameEvent<'mc>, Box<dyn Error>>

Methods from Deref<Target = GameEventStruct<'mc>>§

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pub fn key(&self) -> Result<NamespacedKey<'mc>, Box<dyn Error>>

Return the namespaced identifier for this object.

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pub fn instance_of(&self, other: impl Into<String>) -> Result<bool, Error>

Trait Implementations§

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impl<'mc> Deref for GameEvent<'mc>

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type Target = GameEventStruct<'mc>

The resulting type after dereferencing.
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fn deref(&self) -> &<GameEvent<'mc> as Deref>::Target

Dereferences the value.
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impl<'mc> Display for GameEvent<'mc>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'mc> JNIInstantiatable<'mc> for GameEvent<'mc>

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fn from_raw( env: &SharedJNIEnv<'mc>, obj: JObject<'mc>, ) -> Result<Self, Box<dyn Error>>

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impl<'mc> JNIRaw<'mc> for GameEvent<'mc>

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fn jni_ref(&self) -> SharedJNIEnv<'mc>

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fn jni_object(&self) -> JObject<'mc>

Auto Trait Implementations§

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impl<'mc> !Freeze for GameEvent<'mc>

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impl<'mc> !RefUnwindSafe for GameEvent<'mc>

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impl<'mc> !Send for GameEvent<'mc>

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impl<'mc> !Sync for GameEvent<'mc>

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impl<'mc> Unpin for GameEvent<'mc>

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impl<'mc> UnwindSafe for GameEvent<'mc>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<D> OwoColorize for D

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fn fg<C>(&self) -> FgColorDisplay<'_, C, Self>
where C: Color,

Set the foreground color generically Read more
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fn bg<C>(&self) -> BgColorDisplay<'_, C, Self>
where C: Color,

Set the background color generically. Read more
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fn black(&self) -> FgColorDisplay<'_, Black, Self>

Change the foreground color to black
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fn on_black(&self) -> BgColorDisplay<'_, Black, Self>

Change the background color to black
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fn red(&self) -> FgColorDisplay<'_, Red, Self>

Change the foreground color to red
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fn on_red(&self) -> BgColorDisplay<'_, Red, Self>

Change the background color to red
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fn green(&self) -> FgColorDisplay<'_, Green, Self>

Change the foreground color to green
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fn on_green(&self) -> BgColorDisplay<'_, Green, Self>

Change the background color to green
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fn yellow(&self) -> FgColorDisplay<'_, Yellow, Self>

Change the foreground color to yellow
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fn on_yellow(&self) -> BgColorDisplay<'_, Yellow, Self>

Change the background color to yellow
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fn blue(&self) -> FgColorDisplay<'_, Blue, Self>

Change the foreground color to blue
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fn on_blue(&self) -> BgColorDisplay<'_, Blue, Self>

Change the background color to blue
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fn magenta(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to magenta
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fn on_magenta(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to magenta
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fn purple(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to purple
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fn on_purple(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to purple
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fn cyan(&self) -> FgColorDisplay<'_, Cyan, Self>

Change the foreground color to cyan
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fn on_cyan(&self) -> BgColorDisplay<'_, Cyan, Self>

Change the background color to cyan
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fn white(&self) -> FgColorDisplay<'_, White, Self>

Change the foreground color to white
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fn on_white(&self) -> BgColorDisplay<'_, White, Self>

Change the background color to white
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fn default_color(&self) -> FgColorDisplay<'_, Default, Self>

Change the foreground color to the terminal default
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fn on_default_color(&self) -> BgColorDisplay<'_, Default, Self>

Change the background color to the terminal default
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fn bright_black(&self) -> FgColorDisplay<'_, BrightBlack, Self>

Change the foreground color to bright black
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fn on_bright_black(&self) -> BgColorDisplay<'_, BrightBlack, Self>

Change the background color to bright black
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fn bright_red(&self) -> FgColorDisplay<'_, BrightRed, Self>

Change the foreground color to bright red
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fn on_bright_red(&self) -> BgColorDisplay<'_, BrightRed, Self>

Change the background color to bright red
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fn bright_green(&self) -> FgColorDisplay<'_, BrightGreen, Self>

Change the foreground color to bright green
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fn on_bright_green(&self) -> BgColorDisplay<'_, BrightGreen, Self>

Change the background color to bright green
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fn bright_yellow(&self) -> FgColorDisplay<'_, BrightYellow, Self>

Change the foreground color to bright yellow
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fn on_bright_yellow(&self) -> BgColorDisplay<'_, BrightYellow, Self>

Change the background color to bright yellow
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fn bright_blue(&self) -> FgColorDisplay<'_, BrightBlue, Self>

Change the foreground color to bright blue
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fn on_bright_blue(&self) -> BgColorDisplay<'_, BrightBlue, Self>

Change the background color to bright blue
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fn bright_magenta(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright magenta
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fn on_bright_magenta(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright magenta
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fn bright_purple(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright purple
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fn on_bright_purple(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright purple
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fn bright_cyan(&self) -> FgColorDisplay<'_, BrightCyan, Self>

Change the foreground color to bright cyan
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fn on_bright_cyan(&self) -> BgColorDisplay<'_, BrightCyan, Self>

Change the background color to bright cyan
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fn bright_white(&self) -> FgColorDisplay<'_, BrightWhite, Self>

Change the foreground color to bright white
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fn on_bright_white(&self) -> BgColorDisplay<'_, BrightWhite, Self>

Change the background color to bright white
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fn bold(&self) -> BoldDisplay<'_, Self>

Make the text bold
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fn dimmed(&self) -> DimDisplay<'_, Self>

Make the text dim
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fn italic(&self) -> ItalicDisplay<'_, Self>

Make the text italicized
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fn underline(&self) -> UnderlineDisplay<'_, Self>

Make the text underlined
Make the text blink
Make the text blink (but fast!)
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fn reversed(&self) -> ReversedDisplay<'_, Self>

Swap the foreground and background colors
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fn hidden(&self) -> HiddenDisplay<'_, Self>

Hide the text
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fn strikethrough(&self) -> StrikeThroughDisplay<'_, Self>

Cross out the text
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fn color<Color>(&self, color: Color) -> FgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the foreground color at runtime. Only use if you do not know which color will be used at compile-time. If the color is constant, use either OwoColorize::fg or a color-specific method, such as OwoColorize::green, Read more
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fn on_color<Color>(&self, color: Color) -> BgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the background color at runtime. Only use if you do not know what color to use at compile-time. If the color is constant, use either OwoColorize::bg or a color-specific method, such as OwoColorize::on_yellow, Read more
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fn fg_rgb<const R: u8, const G: u8, const B: u8>( &self, ) -> FgColorDisplay<'_, CustomColor<R, G, B>, Self>

Set the foreground color to a specific RGB value.
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fn bg_rgb<const R: u8, const G: u8, const B: u8>( &self, ) -> BgColorDisplay<'_, CustomColor<R, G, B>, Self>

Set the background color to a specific RGB value.
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fn truecolor(&self, r: u8, g: u8, b: u8) -> FgDynColorDisplay<'_, Rgb, Self>

Sets the foreground color to an RGB value.
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fn on_truecolor(&self, r: u8, g: u8, b: u8) -> BgDynColorDisplay<'_, Rgb, Self>

Sets the background color to an RGB value.
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fn style(&self, style: Style) -> Styled<&Self>

Apply a runtime-determined style
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impl<P, T> Receiver for P
where P: Deref<Target = T> + ?Sized, T: ?Sized,

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type Target = T

🔬This is a nightly-only experimental API. (arbitrary_self_types)
The target type on which the method may be called.
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impl<T> ToString for T
where T: Display + ?Sized,

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fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more