Trait primitives::prelude::Overlay
source · [−]pub trait Overlay {
fn pause_entity(&self) -> Box<dyn Entity>;
fn set_pause_entity(&self, val: Box<dyn Entity>);
fn show_button(&self, kind: OverlayButton, is_visible: Option<bool>);
fn position_button(
&self,
kind: OverlayButton,
x: f32,
y: f32,
width: Option<f32>,
height: Option<f32>
);
fn activate_button(&self, kind: OverlayButton);
fn show_progress(&self, progress: f32, message: Option<String>);
fn hide_buttons(&self);
fn flash(
&self,
duration: Option<f32>,
as_time: Option<bool>,
starting_alpha: Option<f32>,
color: Option<i32>
);
}
Expand description
The Overlay should be implemented by objects representing the top most visual element of the application.
The overlay is intended to provide application wide border / chrome with controls such as back, mute, pause etc. The overlay also provides flashing which is a useful cheap effect across many game scenarios.
Required Methods
fn pause_entity(&self) -> Box<dyn Entity>
fn pause_entity(&self) -> Box<dyn Entity>
An optional Entity which is displayed and updated when the game is paused.
fn set_pause_entity(&self, val: Box<dyn Entity>)
fn set_pause_entity(&self, val: Box<dyn Entity>)
Set pause entity which is displayed and updated when the game is paused.
Sets the visibility of a specific overlay button.
Arguments
kind
- The overlay button.isVisible
- If true shows the button, if false hides it. (optional, default: true)
Set the position of a specific overlay button.
Arguments
kind
- The overlay button.x
- The horizontal position.y
- The vertical position.width
- The width of the button hitArea, if null will not redefine. (optional)height
- The height of the button hitArea, if null will not redefine. (optional)
fn show_progress(&self, progress: f32, message: Option<String>)
fn show_progress(&self, progress: f32, message: Option<String>)
Simple representation of progress.
Arguments
progress
- Range: 0…1.message
- An optional string to display. (optional)
Hides all overlay buttons.
Creates a flash over the top of everything under the overlay. Fades to invisible over a period of time.
Arguments
duration
- The period of time over which the flash should fade to 0. (optional)as_time
- If true treats the time as milliseconds, otherwise as frame updates. (optional, default: true)startingAlpha
- The alpha at which the flash starts. Range: 0…1. (optional, default: 1.0)color
- The color of the flash. Defaults to white. (optional, default: white)