Expand description
The primitives
prelude.
The purpose of this module is to alleviate imports of many common primitives traits by adding a glob import to the top of primitives heavy modules:
use primitives::prelude::*;
Re-exports§
Modules§
- color
- Open Color palette
Structs§
- Text
Metrics - Represents the dimensions of a piece of text in the canvas
Enums§
- Agenda
- Can be used to influence the internal state of an
Entity
viaAgendaManager
. - Audio
Channel - Can be used to separate audio space to allow different transforms to apply to different groups of playing sounds.
- Direction
- Specifies the current text direction used to draw text
- Full
Screen - Representing possible full screen modes.
- Joypad
Button - Representing the buttons on a Joypad for use in the
Joypad
virtual controller. - Joypad
Touch - Representing the touch input modes for a Touchscreen Joypad for use in the
Joypad
virtual controller. - Key
- Representing the keys on a Keyboard for use in the
InputKeyboard
virtual controller. - LineCap
- Specifies how the ends of the drawn lines will look.
- Line
Join - Specifies the shape of the vertices at which the lines converge
- Message
Kind - These messages are dispatched internally.
- Mouse
Button - Representing the buttons on a Mouse for use in the InputMouse virtual controller.
- Mouse
Cursor - Representing the mouse cursor for use in the
InputMouse
virtual controller. - Overlay
Button - Representing the control buttons on the
Overlay
. - Pattern
Extend - Specifies how the pattern is laid out
- Scene
Kind - Default Scene types.
- Text
Align - Representing alternative horizontal text alignments for
TextStyle
implementations and layout of multiple lines of text - Text
Style Kind - Representing default identifiers of
TextStyle
s.
Traits§
- Agenda
Manager - Objects intending to provide an Agenda driven state machine should implement this interface.
- Asset
Manager - Provides functions to interact with media assets embedded or loaded in the application.
- Asset
Manager Process - The AssetManagerProcess should be implemented by objects representing an operating AssetManager.
- Audio
Manager - Provides functions to control playback of audio: sounds, music etc.
- Canvas
Context - Provides for interacting with the canvas.
- Disposable
- The Disposable should be implemented by objects that require specialised garbage collection or memory deallocation.
- Encrypter
- The Encrypter should be implemented by objects intending to encrypt or decrypt bytes.
- Engine
Factory - The Factory should be implemented by objects designed to populate an implementation.
- Engine
Scene - The Scene should be implemented by objects intending to Represents scene states in the
SceneManager
. - Entity
- The Entity should be implemented by all objects in the entity broad phase traversal stack.
- Entity
Collection - The EntityCollection should be implemented by objects which compose multiple entities.
- Input
Joypad - The InputJoypad should be implemented by an object wishing to be used as a directional pad plus two fire button joypad.
- Input
Keyboard - The InputKeyboard should be implemented by an object wishing to be used as a virtual keyboard input device.
- Input
Manager - The InputManager should be implemented by an object wishing to provide user input states to the kernel.
- Input
Mouse - The InputMouse should be implemented by objects wishing to act as virtual mouse controllers.
- Is
- Marks structures as framework Object’s
- Kernel
- Handles main updates and provides global locators for all managers
- Logger
- The Logger should be implemented by objects wishing to act as logging services.
- Message
Manager - The MessageManager should be implemented by objects intending to fulfill Entity to Entity synchronous messaging (also known as events or signals).
- Object
- This is the basic glue for the UX Framework
- One
- Creates a structure with values equal to one.
- Overlay
- The Overlay should be implemented by objects representing the top most visual element of the application.
- Overlay
Process - The OverlayProcess should be implemented by objects representing an operating Overlay.
- Pauseable
- The Pauseable should be implemented by objects intended to be temporarily disabled from the broad phase update traversal.
- Positionable
- The Positionable should be implemented by objects intended to have 2D spatial position.
- Preloader
- The Preloader should be implemented by objects intended to act as preloaders.
- Priority
- The Priority should be implemented by objects intended to be ranked or sorted.
- Process
- The Process represents the smallest atom of the framework.
- Progress
- The Progress should be implemented by objects intended to progress from start to finish ( 0…1 ).
- Resettable
- The Resettable should be implemented by objects intended to be reset (returned to initial state).
- Scene
Manager - The SceneManager should be implemented by objects intended to manage the EngineScene state machine.
- Scene
Transition - The SceneTransition should be implemented by objects intended to display visual transitions during scene changes.
- Session
- The Session should be implemented by objects wishing to preserve interactive information interchange.
- Text
Style - The TextStyle should be implemented by objects created by the createTextStyle method of
Factory
. - Tools
- The Tools should be implemented by objects intended to provide tool box functionality.
- Updateable
- The Updatable should be implemented by any object wishing to enter the broad phase update traversal stack.
- View
Object - The View should be implemented by all objects in the view broad phase traversal stack.
- Viewable
- The Viewable should be implemented by all objects that compose a view.
- Zero
- Creates a structure with zero values.