[−][src]Struct sulis_state::GameState
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]
pc_actor: Rc<Actor>,
party_actors: Vec<Rc<Actor>>,
flags: HashMap<String, String>
) -> Result<(), Error>
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]
quest: String,
entry: String,
entry_state: QuestEntryState
)
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]
listener: ChangeListener<Vec<Rc<RefCell<EntityState>>>>
)
pub fn add_party_listener(
listener: ChangeListener<Option<Rc<RefCell<EntityState>>>>
)[src]
listener: ChangeListener<Option<Rc<RefCell<EntityState>>>>
)
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]
area_id: Option<&str>,
p: Option<Point>,
offset: Point,
time: Time
)
pub fn add_ui_callback(
cb: Vec<OnTrigger>,
parent: &Rc<RefCell<EntityState>>,
target: &Rc<RefCell<EntityState>>
)[src]
cb: Vec<OnTrigger>,
parent: &Rc<RefCell<EntityState>>,
target: &Rc<RefCell<EntityState>>
)
pub fn add_ui_callbacks_of_kind(
callbacks: &[Trigger],
kind: TriggerKind,
parent: &Rc<RefCell<EntityState>>,
target: &Rc<RefCell<EntityState>>
)[src]
callbacks: &[Trigger],
kind: TriggerKind,
parent: &Rc<RefCell<EntityState>>,
target: &Rc<RefCell<EntityState>>
)
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]
renderer: &mut dyn GraphicsRenderer,
offset: Offset,
scale: Scale,
millis: u32
)
pub fn draw_below_entities(
renderer: &mut dyn GraphicsRenderer,
offset: Offset,
scale: Scale,
millis: u32
)[src]
renderer: &mut dyn GraphicsRenderer,
offset: Offset,
scale: Scale,
millis: u32
)
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]
entity: &EntityState,
target: &EntityState
) -> Destination
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]
entity: &Rc<RefCell<EntityState>>,
entities_to_ignore: &[usize],
dest: Destination,
cb: Option<Box<dyn ScriptCallback>>
) -> bool
pub fn can_move_towards_dest(
entity: &EntityState,
entities_to_ignore: &[usize],
dest: Destination
) -> Option<Vec<Point>>[src]
entity: &EntityState,
entities_to_ignore: &[usize],
dest: Destination
) -> Option<Vec<Point>>
pub fn can_move_ignore_ap(
entity: &EntityState,
area: &AreaState,
entities_to_ignore: &[usize],
dest: Destination
) -> Option<Vec<Point>>[src]
entity: &EntityState,
area: &AreaState,
entities_to_ignore: &[usize],
dest: Destination
) -> Option<Vec<Point>>
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]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T[src]
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>[src]
impl<V, T> VZip<V> for T where
V: MultiLane<T>, [src]
V: MultiLane<T>,