Module prelude

Module prelude 

Source
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§

pub use crate::foundation::colorspace::Color;
pub use crate::foundation::colorspace::prelude::*;

Modules§

color
Open Color palette

Structs§

TextMetrics
Represents the dimensions of a piece of text in the canvas

Enums§

Agenda
Can be used to influence the internal state of an Entity via AgendaManager.
AudioChannel
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
FullScreen
Representing possible full screen modes.
JoypadButton
Representing the buttons on a Joypad for use in the Joypad virtual controller.
JoypadTouch
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.
LineJoin
Specifies the shape of the vertices at which the lines converge
MessageKind
These messages are dispatched internally.
MouseButton
Representing the buttons on a Mouse for use in the InputMouse virtual controller.
MouseCursor
Representing the mouse cursor for use in the InputMouse virtual controller.
OverlayButton
Representing the control buttons on the Overlay.
PatternExtend
Specifies how the pattern is laid out
SceneKind
Default Scene types.
TextAlign
Representing alternative horizontal text alignments for TextStyle implementations and layout of multiple lines of text
TextStyleKind
Representing default identifiers of TextStyles.

Traits§

AgendaManager
Objects intending to provide an Agenda driven state machine should implement this interface.
AssetManager
Provides functions to interact with media assets embedded or loaded in the application.
AssetManagerProcess
The AssetManagerProcess should be implemented by objects representing an operating AssetManager.
AudioManager
Provides functions to control playback of audio: sounds, music etc.
CanvasContext
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.
EngineFactory
The Factory should be implemented by objects designed to populate an implementation.
EngineScene
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.
EntityCollection
The EntityCollection should be implemented by objects which compose multiple entities.
InputJoypad
The InputJoypad should be implemented by an object wishing to be used as a directional pad plus two fire button joypad.
InputKeyboard
The InputKeyboard should be implemented by an object wishing to be used as a virtual keyboard input device.
InputManager
The InputManager should be implemented by an object wishing to provide user input states to the kernel.
InputMouse
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.
MessageManager
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.
OverlayProcess
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).
SceneManager
The SceneManager should be implemented by objects intended to manage the EngineScene state machine.
SceneTransition
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.
TextStyle
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.
ViewObject
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.