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 moreSource§impl Debug for ScreenStack
impl Debug for ScreenStack
Source§impl Default for ScreenStack
impl Default for ScreenStack
Source§fn default() -> ScreenStack
fn default() -> ScreenStack
Auto Trait Implementations§
impl Freeze for ScreenStack
impl RefUnwindSafe for ScreenStack
impl Send for ScreenStack
impl Sync for ScreenStack
impl Unpin for ScreenStack
impl UnsafeUnpin for ScreenStack
impl UnwindSafe for ScreenStack
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ReadEndian::read_from_little_endian().