Struct veloren_voxygen::session::SessionState
source · pub struct SessionState {Show 24 fields
scene: Scene,
pub(crate) client: Rc<RefCell<Client>>,
metadata: UpdateCharacterMetadata,
pub(crate) hud: Hud,
key_state: KeyState,
inputs: ControllerInputs,
inputs_state: HashSet<GameInput>,
selected_block: Block,
walk_forward_dir: Vec2<f32>,
walk_right_dir: Vec2<f32>,
free_look: bool,
auto_walk: bool,
walking_speed: bool,
camera_clamp: bool,
zoom_lock: bool,
is_aiming: bool,
pub(crate) target_entity: Option<Entity>,
pub(crate) selected_entity: Option<(Entity, Instant)>,
pub(crate) viewpoint_entity: Option<Entity>,
interactable: Option<Interactable>,
mumble_link: SharedLink,
hitboxes: HashMap<Entity, DebugShapeId>,
lines: PlayerDebugLines,
tracks: HashMap<Vec2<i32>, Vec<DebugShapeId>>,
}
Fields§
§scene: Scene
§client: Rc<RefCell<Client>>
§metadata: UpdateCharacterMetadata
§hud: Hud
§key_state: KeyState
§inputs: ControllerInputs
§inputs_state: HashSet<GameInput>
§selected_block: Block
§walk_forward_dir: Vec2<f32>
§walk_right_dir: Vec2<f32>
§free_look: bool
§auto_walk: bool
§walking_speed: bool
§camera_clamp: bool
§zoom_lock: bool
§is_aiming: bool
§target_entity: Option<Entity>
§selected_entity: Option<(Entity, Instant)>
§viewpoint_entity: Option<Entity>
§interactable: Option<Interactable>
§mumble_link: SharedLink
§hitboxes: HashMap<Entity, DebugShapeId>
§lines: PlayerDebugLines
§tracks: HashMap<Vec2<i32>, Vec<DebugShapeId>>
Implementations§
source§impl SessionState
impl SessionState
Represents an active game session (i.e., the one being played).
sourcepub fn new(
global_state: &mut GlobalState,
metadata: UpdateCharacterMetadata,
client: Rc<RefCell<Client>>,
) -> Self
pub fn new( global_state: &mut GlobalState, metadata: UpdateCharacterMetadata, client: Rc<RefCell<Client>>, ) -> Self
Create a new SessionState
.
fn stop_auto_walk(&mut self)
sourcefn maybe_auto_zoom_lock(
&mut self,
zoom_lock_enabled: bool,
zoom_lock_behavior: AutoPressBehavior,
)
fn maybe_auto_zoom_lock( &mut self, zoom_lock_enabled: bool, zoom_lock_behavior: AutoPressBehavior, )
Possibly lock the camera zoom depending on the current behaviour, and the current inputs if in the Auto state.
sourcefn viewpoint_entity(&self) -> (Entity, bool)
fn viewpoint_entity(&self) -> (Entity, bool)
Gets the entity that is the current viewpoint, and a bool if the client is allowed to edit it’s data.
fn controlling_char(&self) -> bool
sourcefn tick(
&mut self,
dt: Duration,
global_state: &mut GlobalState,
outcomes: &mut Vec<Outcome>,
) -> Result<TickAction, Error>
fn tick( &mut self, dt: Duration, global_state: &mut GlobalState, outcomes: &mut Vec<Outcome>, ) -> Result<TickAction, Error>
Tick the session (and the client attached to it).
fn should_auto_zoom_lock(&self) -> bool
Trait Implementations§
source§impl PlayState for SessionState
impl PlayState for SessionState
source§fn render(&self, drawer: &mut Drawer<'_>, settings: &Settings)
fn render(&self, drawer: &mut Drawer<'_>, settings: &Settings)
Render the session to the screen.
This method should be called once per frame.
source§fn enter(&mut self, global_state: &mut GlobalState, _: Direction)
fn enter(&mut self, global_state: &mut GlobalState, _: Direction)
Called when entering this play state from another
source§fn tick(
&mut self,
global_state: &mut GlobalState,
events: Vec<Event>,
) -> PlayStateResult
fn tick( &mut self, global_state: &mut GlobalState, events: Vec<Event>, ) -> PlayStateResult
Tick the play state
source§fn capped_fps(&self) -> bool
fn capped_fps(&self) -> bool
Determines whether the play state should have an enforced FPS cap
fn globals_bind_group(&self) -> &GlobalsBindGroup
source§fn egui_enabled(&self) -> bool
fn egui_enabled(&self) -> bool
Determines whether egui will be rendered for this play state
Auto Trait Implementations§
impl !Freeze for SessionState
impl !RefUnwindSafe for SessionState
impl !Send for SessionState
impl !Sync for SessionState
impl Unpin for SessionState
impl !UnwindSafe for SessionState
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