[][src]Module amethyst::prelude

Contains common types that can be glob-imported (*) for convenience.

Structs

ApplicationBuilder

ApplicationBuilder is an interface that allows for creation of an Application using a custom set of configuration. This is the normal way an Application object is created.

CallbackQueue

A simple Callback queue. Using the Sender you can get using the send_handle method, you can add functions modifying World from an asynchronous context. Those callbacks will be ran sequentially without preserving ordering.

CoreApplication

CoreApplication is the application implementation for the game engine. This is fully generic over the state type and event type.

GameData

Default game data.

GameDataBuilder

Builder for default game data

StateData

State data encapsulates the data sent to all state functions from the application main loop.

World

The World struct contains the component storages and other resources.

Enums

StateEvent

The enum holding the different types of event that can be received in a State in the handle_event method.

Trans

Types of state transitions. T is the type of shared data between states. E is the type of events

Traits

Builder

A common trait for EntityBuilder and LazyBuilder, allowing either to be used. Entity is definitely alive, but the components may or may not exist before a call to World::maintain.

Config

Trait implemented by the config! macro.

DataInit

Initialise trait for game data

EmptyState

An empty State trait. It contains no StateData or custom StateEvent.

SimpleState

A simple State trait. It contains GameData as its StateData and no custom StateEvent.

State

A trait which defines game states that can be used by the state machine.

SystemExt

Extension functionality associated systems.

WithNamed

An easy way to name an Entity and give it a Named Component.

Type Definitions

Application

An Application is the root object of the game engine. It binds the OS event loop, state machines, timers and other core components in a central place.

Callback

The type of a callback. This is meant to be created from within asynchonous functions (Future for example). See CallbackQueue for more details.

EmptyTrans

An empty Trans. Made to be used with EmptyState.

SimpleTrans

A simple default Trans. Made to be used with SimpleState. By default it contains a GameData as its StateData and doesn't have a custom event type.

TransEvent

Event queue to trigger state Trans from other places than a State's methods.