[][src]Struct sulis_state::GameState

pub struct GameState { /* fields omitted */ }

Implementations

impl GameState[src]

pub fn load(save_state: SaveState) -> Result<(), Error>[src]

pub fn init(
    pc_actor: Rc<Actor>,
    party_actors: Vec<Rc<Actor>>,
    flags: HashMap<String, String>
) -> Result<(), Error>
[src]

pub fn set_world_map_location_visible(location: &str, visible: bool)[src]

pub fn set_world_map_location_enabled(location: &str, enabled: bool)[src]

pub fn world_map() -> WorldMapState[src]

pub fn quest_state() -> QuestStateSet[src]

pub fn add_quest_state_change_listener(listener: ChangeListener<QuestStateSet>)[src]

pub fn get_quest_state(quest: String) -> QuestEntryState[src]

pub fn get_quest_entry_state(quest: String, entry: String) -> QuestEntryState[src]

pub fn set_quest_state(quest: String, entry_state: QuestEntryState)[src]

pub fn set_quest_entry_state(
    quest: String,
    entry: String,
    entry_state: QuestEntryState
)
[src]

pub fn set_user_zoom(zoom: f32)[src]

pub fn user_zoom() -> f32[src]

pub fn turn_manager() -> Rc<RefCell<TurnManager>>[src]

pub fn set_selected_party_member(entity: Rc<RefCell<EntityState>>)[src]

pub fn clear_selected_party_member()[src]

pub fn select_party_members(members: Vec<Rc<RefCell<EntityState>>>)[src]

pub fn create_damage_animation(entity: &Rc<RefCell<EntityState>>)[src]

pub fn selected() -> Vec<Rc<RefCell<EntityState>>>[src]

pub fn remove_party_member(entity: Rc<RefCell<EntityState>>)[src]

pub fn handle_disabled_party_members()[src]

pub fn has_party_member(id: &str) -> bool[src]

pub fn add_party_member(entity: Rc<RefCell<EntityState>>, show_portrait: bool)[src]

pub fn add_party_death_listener(
    listener: ChangeListener<Vec<Rc<RefCell<EntityState>>>>
)
[src]

pub fn add_party_listener(
    listener: ChangeListener<Option<Rc<RefCell<EntityState>>>>
)
[src]

pub fn player() -> Rc<RefCell<EntityState>>[src]

pub fn party() -> Vec<Rc<RefCell<EntityState>>>[src]

pub fn transition_to(
    area_id: Option<&str>,
    p: Option<Point>,
    offset: Point,
    time: Time
)
[src]

pub fn add_ui_callback(
    cb: Vec<OnTrigger>,
    parent: &Rc<RefCell<EntityState>>,
    target: &Rc<RefCell<EntityState>>
)
[src]

pub fn add_ui_callbacks_of_kind(
    callbacks: &[Trigger],
    kind: TriggerKind,
    parent: &Rc<RefCell<EntityState>>,
    target: &Rc<RefCell<EntityState>>
)
[src]

pub fn is_modal_locked() -> bool[src]

pub fn set_modal_locked(locked: bool)[src]

pub fn set_clear_anims()[src]

pub fn area_state_ids() -> Vec<String>[src]

pub fn get_area_state(id: &str) -> Option<Rc<RefCell<AreaState>>>[src]

pub fn area_state() -> Rc<RefCell<AreaState>>[src]

#[must_use]pub fn update(millis: u32) -> Option<UICallback>[src]

pub fn draw_above_entities(
    renderer: &mut dyn GraphicsRenderer,
    offset: Offset,
    scale: Scale,
    millis: u32
)
[src]

pub fn draw_below_entities(
    renderer: &mut dyn GraphicsRenderer,
    offset: Offset,
    scale: Scale,
    millis: u32
)
[src]

pub fn has_any_blocking_animations() -> bool[src]

pub fn has_blocking_animations(entity: &Rc<RefCell<EntityState>>) -> bool[src]

pub fn remove_blocking_animations(entity: &Rc<RefCell<EntityState>>)[src]

pub fn remove_all_blocking_animations()[src]

pub fn add_animation(anim: Anim)[src]

pub fn save_anims() -> Vec<AnimSaveState>[src]

pub fn is_combat_active() -> bool[src]

Returns true if the game is currently in turn mode, false otherwise

pub fn is_pc_current() -> bool[src]

Returns true if the PC has the current turn, false otherwise

pub fn is_current(entity: &Rc<RefCell<EntityState>>) -> bool[src]

pub fn get_target_dest(
    entity: &EntityState,
    target: &EntityState
) -> Destination
[src]

pub fn get_point_dest(entity: &EntityState, x: f32, y: f32) -> Destination[src]

pub fn move_towards_dest(
    entity: &Rc<RefCell<EntityState>>,
    entities_to_ignore: &[usize],
    dest: Destination,
    cb: Option<Box<dyn ScriptCallback>>
) -> bool
[src]

pub fn can_move_towards_dest(
    entity: &EntityState,
    entities_to_ignore: &[usize],
    dest: Destination
) -> Option<Vec<Point>>
[src]

pub fn can_move_ignore_ap(
    entity: &EntityState,
    area: &AreaState,
    entities_to_ignore: &[usize],
    dest: Destination
) -> Option<Vec<Point>>
[src]

pub fn party_stash() -> Rc<RefCell<PartyStash>>[src]

pub fn party_coins() -> i32[src]

pub fn add_party_coins(amount: i32)[src]

pub fn party_formation() -> Rc<RefCell<Formation>>[src]

Auto Trait Implementations

impl !RefUnwindSafe for GameState

impl !Send for GameState

impl !Sync for GameState

impl Unpin for GameState

impl !UnwindSafe for GameState

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>, 
[src]