Expand description
A widgetry application splits its state into two pieces: global shared state that lasts for the entire lifetime of the application, and a stack of smaller states, only one of which is active at a time. For example, imagine an application to view a map. The shared state would include the map and pre-rendered geometry for it. The individual states might start with a splash screen or menu to choose a map, then a map viewer, then maybe a state to drill down into pieces of the map.
Structs§
Enums§
- Draw
Baselayer - Before
State::draw
is called, draw something else. - Transition
- When a state responds to an event, it can specify some way to manipulate the stack of states.
Traits§
- Shared
AppState - Any data that should last the entire lifetime of the application should be stored in the struct implementing this trait.
- Simple
State - Many states fit a pattern of managing a single panel, handling mouseover events, and other
interactions on the map. Implementing this instead of
State
reduces some boilerplate. - State
- A temporary state of an application. There’s a stack of these, with the most recent being the active one.