Struct game_logic::asset_manager::datastore::InternalData [−][src]
pub struct InternalData;
Expand description
This structure is dynamically packed with the contents of dist
at compile time
This process allows us to only distribute a single binary, and have all the game assets stored in memory automatically. The downside of this process is that the game will require a decent amount of RAM on the client’s machine (and x64).
Implementations
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for InternalData
impl Send for InternalData
impl Sync for InternalData
impl Unpin for InternalData
impl UnwindSafe for InternalData
Blanket Implementations
Mutably borrows from an owned value. Read more
The inverse inclusion map: attempts to construct self
from the equivalent element of its
superset. Read more
pub fn is_in_subset(&self) -> bool
pub fn is_in_subset(&self) -> bool
Checks if self
is actually part of its subset T
(and can be converted to it).
pub fn to_subset_unchecked(&self) -> SS
pub fn to_subset_unchecked(&self) -> SS
Use with care! Same as self.to_subset
but without any property checks. Always succeeds.
pub fn from_subset(element: &SS) -> SP
pub fn from_subset(element: &SS) -> SP
The inclusion map: converts self
to the equivalent element of its superset.
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more