pub struct StoryScaffold {Show 29 fields
pub screen: Option<AssetId>,
pub ending: Option<AssetId>,
pub bg: Option<AssetId>,
pub left: Option<AssetId>,
pub center: Option<AssetId>,
pub right: Option<AssetId>,
pub dialog_box: Option<AssetId>,
pub name_label: Option<AssetId>,
pub text_label: Option<AssetId>,
pub option_boxes: Vec<AssetId>,
pub options: Vec<AssetId>,
pub start_label: Option<AssetId>,
pub quit_label: Option<AssetId>,
pub continue_label: Option<AssetId>,
pub title: Option<AssetId>,
pub load_label: Option<AssetId>,
pub pause: Option<AssetId>,
pub settings: Option<AssetId>,
pub settings_label: Option<AssetId>,
pub advance_marker: Option<AssetId>,
pub log_label: Option<AssetId>,
pub auto_label: Option<AssetId>,
pub skip_label: Option<AssetId>,
pub save_label: Option<AssetId>,
pub overlay_dim: Option<AssetId>,
pub backlog_label: Option<AssetId>,
pub slot_title: Option<AssetId>,
pub slot_boxes: Vec<AssetId>,
pub slot_labels: Vec<AssetId>,
}Expand description
Fields§
§screen: Option<AssetId>The stage Screen the story plays inside.
ending: Option<AssetId>The Screen shown when the story ends.
bg: Option<AssetId>Backdrop Sprite.
left: Option<AssetId>Stage-left portrait Sprite.
center: Option<AssetId>Stage-center portrait Sprite.
right: Option<AssetId>Stage-right portrait Sprite.
dialog_box: Option<AssetId>Dialog box backdrop Sprite.
name_label: Option<AssetId>Speaker name-plate TextLabel.
text_label: Option<AssetId>Dialog text TextLabel.
option_boxes: Vec<AssetId>Choice button box Sprites, one per option slot.
options: Vec<AssetId>Choice button TextLabels, one per option slot.
start_label: Option<AssetId>The title screen’s Start TextLabel. The story lays the title menu out at runtime, keeping only the buttons that apply contiguous (Continue and Load appear only when a save exists), so these labels are moved and cleared per the save state on disk.
quit_label: Option<AssetId>The title screen’s Quit TextLabel.
continue_label: Option<AssetId>The title screen’s Continue TextLabel, hidden while no save exists.
title: Option<AssetId>The title screen Screen, returned to when the load overlay is dismissed before play started.
load_label: Option<AssetId>The title screen’s Load TextLabel, hidden while no slot save exists.
pause: Option<AssetId>The pause-menu Screen (the injected Escape overlay), shown over the stage and returned from to the stage. Unset when the world declares no pause menu.
settings: Option<AssetId>The settings-screen entry Screen opened by the pause menu’s and the title screen’s Settings items. Unset when there is no pause menu.
settings_label: Option<AssetId>The title screen’s Settings TextLabel, laid out with the other title buttons and hidden when there is no settings screen.
advance_marker: Option<AssetId>The small pulsing Sprite shown when a fully revealed page waits for input.
log_label: Option<AssetId>Quick-row Log TextLabel (dialogue history toggle).
auto_label: Option<AssetId>Quick-row Auto TextLabel (auto-advance toggle).
skip_label: Option<AssetId>Quick-row Skip TextLabel (fast-forward toggle).
save_label: Option<AssetId>Quick-row Save TextLabel (opens the slot overlay).
overlay_dim: Option<AssetId>Full-canvas dim Sprite behind the backlog and slot overlays.
backlog_label: Option<AssetId>The backlog overlay’s history TextLabel.
slot_title: Option<AssetId>The slot overlay’s heading TextLabel (“Save” / “Load”).
slot_boxes: Vec<AssetId>Slot row box Sprites.
slot_labels: Vec<AssetId>Slot row TextLabels.
Trait Implementations§
Source§impl Clone for StoryScaffold
impl Clone for StoryScaffold
Source§fn clone(&self) -> StoryScaffold
fn clone(&self) -> StoryScaffold
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 StoryScaffold
impl Debug for StoryScaffold
Source§impl Default for StoryScaffold
impl Default for StoryScaffold
Source§fn default() -> StoryScaffold
fn default() -> StoryScaffold
Source§impl<'de> Deserialize<'de> for StoryScaffoldwhere
StoryScaffold: Default,
impl<'de> Deserialize<'de> for StoryScaffoldwhere
StoryScaffold: Default,
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<StoryScaffold, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<StoryScaffold, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl Serialize for StoryScaffold
impl Serialize for StoryScaffold
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Auto Trait Implementations§
impl Freeze for StoryScaffold
impl RefUnwindSafe for StoryScaffold
impl Send for StoryScaffold
impl Sync for StoryScaffold
impl Unpin for StoryScaffold
impl UnsafeUnpin for StoryScaffold
impl UnwindSafe for StoryScaffold
Blanket Implementations§
impl<T> AutoreleaseSafe for Twhere
T: ?Sized,
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> DeserializeOwned for Twhere
T: for<'de> Deserialize<'de>,
impl<S, T> Duplex<S> for Twhere
T: FromSample<S> + ToSample<S>,
Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more