pub struct ScreenStack {
pub layers: BTreeMap<AssetId, i32>,
pub pauses_world: bool,
pub captures_input: bool,
}Expand description
The active screen stack, published by UiInputSystem at init and whenever the
stack changes, and read a frame later (the same one-frame lag screen
visibility flips already have). layers maps each active Screen’s id to its
computed draw layer (authored layer band + stack position; screen-less HUD
elements sit at 0); the overlay build spreads these onto the elements each
screen owns. pauses_world is true while any active screen pauses the
world; captures_input is true while any active screen captures input
(gameplay keys are suppressed even when the world keeps simulating).
Absent / empty in a world with no active screen.
Fields§
§layers: BTreeMap<AssetId, i32>Each active screen’s computed draw layer, keyed by screen id.
pauses_world: booltrue while any active screen pauses the world.
captures_input: booltrue while any active screen captures input.
Trait Implementations§
Source§impl Clone for ScreenStack
impl Clone for ScreenStack
Source§fn clone(&self) -> ScreenStack
fn clone(&self) -> ScreenStack
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more