Module transition

Transition for one scene.

Types

SceneId = string
Transition = object
  case kind: TransitionKind
  of ttnext:
      nextSceneId: SceneId
      sharedInfo: SharedInfo

  else:
      nil

  

Procs

proc stay(): Transition {.
raises: [], tags: []
.}
Stay current scene.
proc next(sceneId: SceneId; sharedInfo: SharedInfo = NOSHARE): Transition {.
raises: [], tags: []
.}
Transition to the next scene.
proc final(): Transition {.
raises: [], tags: []
.}
End the game.
proc reset(): Transition {.
raises: [], tags: []
.}
Reset the game.
proc isStay(self: Transition): bool {.
raises: [], tags: []
.}
proc isNext(self: Transition): bool {.
raises: [], tags: []
.}
proc isFinal(self: Transition): bool {.
raises: [], tags: []
.}
proc isReset(self: Transition): bool {.
raises: [], tags: []
.}
proc getNextSceneId(self: Transition): SceneId {.
raises: [TinamouException], tags: []
.}
proc getSharedInfo(self: Transition): SharedInfo {.
raises: [TinamouException], tags: []
.}