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DebugMenuScreen

Struct DebugMenuScreen 

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pub struct DebugMenuScreen<G: GameData> { /* private fields */ }
Expand description

The debug menu the Debug key opens: the game’s tools, in its order, then each installed module’s (Install::debug_entry), in install order, then the engine’s: while the platform records the run or plays a record (Ctx::session_recording), “Save session”, and “Debug view” (DebugViewScreen). Cancel closes it. A tool that opens nothing leaves the menu on it, its names read again.

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impl<G: GameData> DebugMenuScreen<G>

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pub const NAME: &'static str = "debug_menu"

Name reported by Screen::name.

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pub fn new(ctx: &Ctx<G>, entries: Vec<DebugEntry<G>>) -> Self

The menu of the game’s entries, then the entries of the modules installed on ctx, made now, then the engine’s, its first tool focused.

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pub fn menu(&self) -> &Menu<usize>

The menu: its items, each standing for its tool’s index, and focus.

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pub fn focused(self, index: usize) -> Self

The same menu focused on tool index.

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pub fn view(&self, ctx: &Ctx<G>) -> DebugMenuView

What the menu shows: its title, the tools and the help line, naming the keys of the device used last.

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impl<G: GameData> Debug for DebugMenuScreen<G>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<G: GameData> Screen<G> for DebugMenuScreen<G>

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fn actions(&self) -> Option<Vec<G::Action>>

Its menu’s.

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fn name(&self) -> &'static str

A stable, unique snake_case name, for tests and debugging.
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fn update( &mut self, ctx: &mut Ctx<G>, input: &FrameInput<G::Action>, ) -> Transition<G>

Handles one frame: input holds this frame’s actions (often none) and elapsed time. Called only while this screen is on top.
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fn draw(&self, ctx: &Ctx<G>, buf: &mut GlyphBuffer)

Paints the screen. An opaque screen must cover the whole buffer.
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fn debug_draw(&self, ctx: &Ctx<G>, out: &mut Gizmos)

Hands in what the debug view shows of this screen (ADR-0085): its gizmos, each in its channel, in console pixels, built from self and ctx alone, so looking changes nothing. A channel’s helper (the grid kit’s layout_gizmos) does the work. Called after draw on every screen drawn, bottom up, only while debug tools are on (Ctx::debug_tools). Does nothing unless the screen has something to show.
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fn is_overlay(&self) -> bool

Whether the screen below shows through (drawn first, then this one).
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fn state_hash(&self) -> Option<StateHash>

The hash of the game’s state this screen holds, which goes in each frame’s hash in a session record (Game::state_hash), most simply shuyi_core::state_hash(&self.rules).ok(): so a playback that plays differently is found at the frame the state moved. None unless the screen opts in.
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fn as_any(&self) -> Option<&dyn Any>

This screen as Any, for tests that look inside a screen on the stack (ScreenStack::find). None unless the screen opts in.
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fn as_any_mut(&mut self) -> Option<&mut dyn Any>

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fn covered(&mut self, _ctx: &mut Ctx<G>)

Called when a screen is pushed on top of this one (Transition::Push): it is no longer updated until it is uncovered. Not called when the screen above swaps itself for another (Transition::Replace). Does nothing unless the screen needs it.
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fn uncovered( &mut self, ctx: &mut Ctx<G>, result: Option<ScreenResult>, ) -> Transition<G>

Called when the screen above pops and this one is on top again: result is what it popped with (Transition::PopWith), None after a plain Transition::Pop. The transition returned is applied at once, as if from update, so a screen can act on the answer in the same frame: push the next screen, or pop with an answer of its own. By default, nothing happens. Read more

Auto Trait Implementations§

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impl<G> !RefUnwindSafe for DebugMenuScreen<G>

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impl<G> !Send for DebugMenuScreen<G>

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impl<G> !Sync for DebugMenuScreen<G>

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impl<G> !UnwindSafe for DebugMenuScreen<G>

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impl<G> Freeze for DebugMenuScreen<G>

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impl<G> Unpin for DebugMenuScreen<G>

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impl<G> UnsafeUnpin for DebugMenuScreen<G>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.