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Screen

Struct Screen 

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pub struct Screen {
    pub asset_id: AssetId,
    pub initial: bool,
    pub fade_in_secs: f32,
    pub toggle_key: String,
    pub input: ScreenInput,
    pub pauses_world: bool,
    pub focus: Option<AssetId>,
    pub layer: i32,
}
Expand description

A named full-screen layer of UI drawn over the world: a pause menu, a settings page, a console, a score overlay.

UI elements (Sprite, TextLabel, TextInput, HitRegion) belong to a screen by name prefix <screen_name>_*, mirroring the SceneProp convention. Active screens form a stack; each is shown / hidden via HitRegion or KeyBinding actions:

  • screen:show:<name> replaces the top of the stack (menu navigation)
  • screen:push:<name> opens on top of what is already showing
  • screen:hide closes the top screen, revealing what was beneath
  • screen:toggle:<name> closes the screen if it is on top, opens it otherwise

Screens draw in stack order (later on top); layer orders a screen against the always-on HUD and other screens independent of stack position. While any active screen has pauses_world set, the world freezes exactly as today’s pause menu does. A toggle_key opens and closes the screen from anywhere. focus names a TextInput that receives keyboard focus whenever the screen reaches the top of the stack. Worlds that need no menus simply declare no screens.

Screen {
    toggle_key: "Escape".into(),
    ..Default::default()
};

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§asset_id: AssetId

Assigned by the loader; not authored.

§initial: bool

When true, this screen is shown as soon as the world loads.

§fade_in_secs: f32

Seconds to fade the screen in when it’s shown. 0 shows it instantly.

§toggle_key: String

InputKey that toggles this screen open / closed from anywhere, by the same canonical key names a KeyBinding uses (e.g. “Escape”, “Backtick”). Empty leaves the screen action-driven only.

§input: ScreenInput

Input policy while the screen is active.

§pauses_world: bool

When true (the default), the world pauses beneath this screen while it is active: gameplay input, physics, and animation freeze.

§focus: Option<AssetId>

TextInput that receives keyboard focus whenever this screen reaches the top of the stack.

§layer: i32

Draw-order bias against the always-on HUD and other screens. Screens default above the HUD in stack order; a negative layer draws beneath the HUD, a higher layer stays above later-pushed screens.

Trait Implementations§

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impl Clone for Screen

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fn clone(&self) -> Screen

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Screen

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const NAME: &'static str = "Screen"

The registry name a world authors this component under.
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fn inject_name(&mut self, id: AssetId)

Called after construction to inject the asset’s identity from the blob def. Only meaningful for components that look themselves up by id at runtime. The default implementation does nothing.
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fn from_baked(bytes: &[u8]) -> Result<Screen, CnResult>

Reconstruct this component from a blob record, whose bytes are the serialized runtime component (cook already ran the asset -> component translation). The default rejects: runtime-only components are never stored in a blob, so only loadable types provide an implementation.
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fn inject_locator(&mut self, _locator: PayloadLocator)

Called after construction to inject the payload locator from the blob def. Only meaningful for components with a compiled payload. The default implementation does nothing (correct for most components).
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impl ComponentSlot for Screen

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const DISCRIMINANT: u8

The component type’s stable id, used as its ComponentId.
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fn slot(s: &ComponentStorage) -> &Column<Screen>

Borrow this type’s column out of the storage.
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fn slot_mut(s: &mut ComponentStorage) -> &mut Column<Screen>

Mutably borrow this type’s column out of the storage.
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impl Debug for Screen

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

Formats the value using the given formatter. Read more
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impl Default for Screen

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fn default() -> Screen

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Screen
where Screen: Default,

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fn deserialize<__D>( __deserializer: __D, ) -> Result<Screen, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl From<Screen> for ComponentAsset

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fn from(c: Screen) -> ComponentAsset

Converts to this type from the input type.
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impl RuntimeComponent for Screen

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impl Serialize for Screen

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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