pub struct SceneManager { /* private fields */ }Implementations§
Source§impl SceneManager
impl SceneManager
pub fn new() -> Self
pub fn register_scene(&mut self, scene: Box<dyn Scene>) -> SceneId
pub fn set_scene(&mut self, scene_id: SceneId)
pub fn push_scene(&mut self, scene_id: SceneId)
pub fn pop_scene(&mut self)
pub fn set_transition(&mut self, transition: SceneTransition)
pub fn update( &mut self, entity_manager: &mut EntityManager, delta_time: f32, ) -> EngineResult<()>
pub fn render(&mut self, entity_manager: &mut EntityManager) -> EngineResult<()>
pub fn get_current_scene(&self) -> Option<SceneId>
pub fn get_scene_data(&self, scene_id: SceneId) -> Option<&SceneData>
pub fn get_scene_data_mut( &mut self, scene_id: SceneId, ) -> Option<&mut SceneData>
pub fn get_global_resources(&self) -> &Resources
pub fn get_global_resources_mut(&mut self) -> &mut Resources
pub fn has_scene(&self, scene_id: SceneId) -> bool
pub fn remove_scene(&mut self, scene_id: SceneId) -> Option<Box<dyn Scene>>
pub fn get_all_scenes(&self) -> Vec<SceneId>
pub fn preload_scene_assets( &mut self, scene_id: SceneId, asset_manager: &mut AssetManager, ) -> EngineResult<()>
pub fn unload_scene_assets( &mut self, scene_id: SceneId, asset_manager: &mut AssetManager, ) -> EngineResult<()>
Trait Implementations§
Source§impl Debug for SceneManager
impl Debug for SceneManager
Auto Trait Implementations§
impl !RefUnwindSafe for SceneManager
impl !Send for SceneManager
impl !Sync for SceneManager
impl !UnwindSafe for SceneManager
impl Freeze for SceneManager
impl Unpin for SceneManager
impl UnsafeUnpin for SceneManager
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