fn handle_event<S: ActorState>(
    loop_state: State<S>,
    event: S::Event,
    now: Instant
) -> (State<S>, <S::Outcome as Outcome>::Commands)
Expand description

A single iteration of the loop, updating its persistent state.

  • updates tracker state,
  • determines outcome,
  • determines next scheduled animation wakeup, and because this is a pure function, it’s easily testable. It returns the new state, and the message to send onwards.