Enum game_state_machine::StateTransition[][src]

pub enum StateTransition<S> {
    None,
    Pop,
    Push(Box<dyn State<S>>),
    Switch(Box<dyn State<S>>),
    Quit,
}

A transition from one state to the other.

Generics

  • S: State data, the data that is sent to states for them to do their operations.

Variants

None

Stay in the current state.

Pop

End the current state and go to the previous state on the stack, if any. If we Pop the last state, the state machine exits.

Push(Box<dyn State<S>>)

Push a new state on the stack.

Switch(Box<dyn State<S>>)

Pop all states on the stack and insert this one.

Quit

Pop all states and exit the state machine.

Auto Trait Implementations

impl<S> !RefUnwindSafe for StateTransition<S>

impl<S> !Send for StateTransition<S>

impl<S> !Sync for StateTransition<S>

impl<S> Unpin for StateTransition<S>

impl<S> !UnwindSafe for StateTransition<S>

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.