texture 0.1.0

Micro-engine for creating text-based adventures
Documentation
// MIT License
//
// Copyright (c) 2016 Rafael Medina GarcĂ­a <rafamedgar@gmail.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

use std::cell::RefCell;
use std::rc::Rc;

use scenario::Loader;


pub trait GameCommand<S> {
    /// Function to execute when command is called
    ///
    /// # Examples
    ///
    /// ```
    /// use std::rc::Rc;
    /// use std::cell::RefCell;
    ///
    /// use texture::command::GameCommand;
    /// use texture::scenario::Loader;
    /// use texture::util::TICK;
    ///
    /// // Custom state type
    /// trait MyState {
    ///     fn new() -> Self;
    /// }
    ///
    /// // Custom command
    /// struct MyCommand;
    ///
    /// impl <S: MyState> GameCommand <S> for MyCommand {
    ///     // Print message and load first scenario
    ///     fn execute(&self, state: &Rc<RefCell<S>>,
    ///                 loader: &Rc<RefCell<Loader<S>>>) -> i32 {
    ///
    ///         println!("This is my command");
    ///
    ///         TICK
    ///     }
    /// }
    /// ```
    fn execute(&self, state: &Rc<RefCell<S>>, loader: &Rc<RefCell<Loader<S>>>)
               -> i32;
}