Struct game::sandbox::gameplay::FinalScore [−][src]
pub struct FinalScore { panel: Panel, retry: GameplayMode, next_mode: Option<GameplayMode>, chose_next: bool, chose_back_to_challenges: bool, }
Fields
panel: Panel
retry: GameplayMode
next_mode: Option<GameplayMode>
chose_next: bool
chose_back_to_challenges: bool
Implementations
impl FinalScore
[src]
impl FinalScore
[src]pub fn new_state(
ctx: &mut EventCtx<'_>,
app: &App,
msg: String,
mode: GameplayMode,
next_mode: Option<GameplayMode>
) -> Box<dyn State<App>>
[src]
ctx: &mut EventCtx<'_>,
app: &App,
msg: String,
mode: GameplayMode,
next_mode: Option<GameplayMode>
) -> Box<dyn State<App>>
Trait Implementations
impl State<App> for FinalScore
[src]
impl State<App> for FinalScore
[src]fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)
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pub fn draw_baselayer(&self) -> DrawBaselayer
pub fn on_destroy(&mut self, &mut EventCtx<'_>, &mut A)
Auto Trait Implementations
impl !RefUnwindSafe for FinalScore
impl !Send for FinalScore
impl !Sync for FinalScore
impl Unpin for FinalScore
impl !UnwindSafe for FinalScore
Blanket Implementations
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
[src]
impl<T> Instrument for T
[src]pub fn instrument(self, span: Span) -> Instrumented<Self>
[src]
pub fn in_current_span(self) -> Instrumented<Self>
[src]
impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,