Skip to main content

ProfilesScreen

Struct ProfilesScreen 

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

The profiles, the one in use marked, and a row to add one. Cancel closes it.

Implementations§

Source§

impl<G: GameData> ProfilesScreen<G>

Source

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

Name reported by Screen::name.

Source

pub fn new(ctx: &Ctx<G>) -> Self

The screen focused on the profile in use.

Source

pub fn painted_by(self, paint: Paint<G>) -> Self

The same screen with its view painted by paint instead of glyph::paint: a game’s look for a device of its own.

Source

pub fn opening_after_add(self, open: AfterAdd<G>) -> Self

The same screen opening the screen open makes in its place once a profile is added (and in use), instead of closing: the game’s first-launch setup for the new profile, say.

Source

pub fn rows(ctx: &Ctx<G>) -> Vec<RowKind>

Every row, top to bottom.

Source

pub fn focused(&self, ctx: &Ctx<G>) -> RowKind

The focused row.

Source

pub fn actions_for(ctx: &Ctx<G>, id: ProfileId) -> Vec<ProfileAction>

What can be done to id: use it unless it is in use, rename it, delete it unless it is the only one.

Source

pub fn naming(&self) -> Option<NamePurpose>

What the name box is for, while it is open.

Source

pub fn typed(&self) -> Option<&str>

The name typed so far, while the name box is open.

Source

pub fn message(&self) -> Option<&str>

The text key of the message under the panel, if any.

Source

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

The screen as it is now, as plain data for a skin to paint (glyph::paint).

Source

pub fn help(&self, ctx: &Ctx<G>) -> String

The bottom help line, naming the keys of the active keymap (or the text box’s own keys while typing).

Trait Implementations§

Source§

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

Source§

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

Formats the value using the given formatter. Read more
Source§

impl<G: GameData> Screen<G> for ProfilesScreen<G>

Source§

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

Its rows, its menus and questions, and the name grid.

Source§

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

A stable, unique snake_case name, for tests and debugging.
Source§

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.
Source§

fn draw(&self, ctx: &Ctx<G>, buf: &mut GlyphBuffer)

Paints the screen. An opaque screen must cover the whole buffer.
Source§

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.
Source§

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.
Source§

fn is_overlay(&self) -> bool

Whether the screen below shows through (drawn first, then this one).
Source§

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.
Source§

fn as_any_mut(&mut self) -> Option<&mut dyn Any>

Source§

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.
Source§

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§

§

impl<G> Freeze for ProfilesScreen<G>

§

impl<G> RefUnwindSafe for ProfilesScreen<G>

§

impl<G> Send for ProfilesScreen<G>

§

impl<G> Sync for ProfilesScreen<G>

§

impl<G> Unpin for ProfilesScreen<G>

§

impl<G> UnsafeUnpin for ProfilesScreen<G>

§

impl<G> UnwindSafe for ProfilesScreen<G>

Blanket Implementations§

Source§

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

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

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

Mutably borrows from an owned value. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

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

Source§

fn into(self) -> U

Calls U::from(self).

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

Source§

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

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

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

Source§

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

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.