[−][src]Struct pokemon_rust::states::overworld_state::OverworldState
Fields
dispatcher: Option<Dispatcher<'a, 'b>>event_executor: Rc<RefCell<EventExecutor>>Methods
impl<'a, 'b> OverworldState<'a, 'b>[src]
pub fn new(event_executor: Rc<RefCell<EventExecutor>>) -> OverworldState<'a, 'b>[src]
Trait Implementations
impl<'a, 'b> Default for OverworldState<'a, 'b>[src]
fn default() -> OverworldState<'a, 'b>[src]
impl<'_, '_> SimpleState for OverworldState<'_, '_>[src]
fn on_start(&mut self, data: StateData<GameData>)[src]
fn update(&mut self, data: &mut StateData<GameData>) -> SimpleTrans[src]
fn on_stop(&mut self, _data: StateData<GameData>)
fn on_pause(&mut self, _data: StateData<GameData>)
fn on_resume(&mut self, _data: StateData<GameData>)
fn handle_event(
&mut self,
_data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
&mut self,
_data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
fn fixed_update(
&mut self,
_data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
&mut self,
_data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
fn shadow_fixed_update(&mut self, _data: StateData<GameData>)
fn shadow_update(&mut self, _data: StateData<GameData>)
Auto Trait Implementations
impl<'a, 'b> !RefUnwindSafe for OverworldState<'a, 'b>
impl<'a, 'b> !Send for OverworldState<'a, 'b>
impl<'a, 'b> !Sync for OverworldState<'a, 'b>
impl<'a, 'b> Unpin for OverworldState<'a, 'b>
impl<'a, 'b> !UnwindSafe for OverworldState<'a, 'b>
Blanket Implementations
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
D: AdaptFrom<S, Swp, Dwp, T>,
Dwp: WhitePoint,
Swp: WhitePoint,
T: Component + Float, [src]
D: AdaptFrom<S, Swp, Dwp, T>,
Dwp: WhitePoint,
Swp: WhitePoint,
T: Component + Float,
fn adapt_into_using<M>(self, method: M) -> D where
M: TransformMatrix<Swp, Dwp, T>, [src]
M: TransformMatrix<Swp, Dwp, T>,
fn adapt_into(self) -> D[src]
impl<T> Any for T where
T: 'static + ?Sized, [src]
T: 'static + ?Sized,
impl<T> Any for T where
T: Any,
T: Any,
fn get_type_id(&self) -> TypeId
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T[src]
impl<T> Erased for T
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T where
T: SimpleState,
T: SimpleState,
fn on_start(&mut self, data: StateData<GameData>)
Executed when the game state begins.
fn on_stop(&mut self, data: StateData<GameData>)
Executed when the game state exits.
fn on_pause(&mut self, data: StateData<GameData>)
Executed when a different game state is pushed onto the stack.
fn on_resume(&mut self, data: StateData<GameData>)
Executed when the application returns to this game state once again.
fn handle_event(
&mut self,
data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
&mut self,
data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed on every frame before updating, for use in reacting to events.
fn fixed_update(
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed repeatedly at stable, predictable intervals (1/60th of a second by default).
fn update(
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).
fn shadow_fixed_update(&mut self, data: StateData<GameData>)
Executed repeatedly at stable, predictable intervals (1/60th of a second by default), even when this is not the active state, as long as this state is on the StateMachine's state-stack.
fn shadow_update(&mut self, data: StateData<GameData>)
Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit), even when this is not the active state, as long as this state is on the StateMachine's state-stack.
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
impl<T> Supports<T> for T
impl<T> TryDefault for T where
T: Default,
T: Default,
fn try_default() -> Result<T, String>
fn unwrap_default() -> Self
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>[src]
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,