Struct map_gui::render::DrawMap[][src]

pub struct DrawMap {
    pub roads: Vec<DrawRoad>,
    pub lanes: HashMap<LaneID, DrawLane>,
    pub intersections: Vec<DrawIntersection>,
    pub buildings: Vec<DrawBuilding>,
    pub parking_lots: Vec<DrawParkingLot>,
    pub bus_stops: HashMap<BusStopID, DrawBusStop>,
    pub areas: Vec<DrawArea>,
    pub boundary_polygon: Drawable,
    pub draw_all_unzoomed_roads_and_intersections: Drawable,
    pub draw_all_buildings: Drawable,
    pub draw_all_building_driveways: Drawable,
    pub draw_all_building_outlines: Drawable,
    pub draw_all_unzoomed_parking_lots: Drawable,
    pub draw_all_areas: Drawable,
    pub zorder_range: (isize, isize),
    pub show_zorder: isize,
    quadtree: QuadTree<ID>,
    quadtree_ids: HashMap<ID, ItemId>,
}

Fields

roads: Vec<DrawRoad>lanes: HashMap<LaneID, DrawLane>intersections: Vec<DrawIntersection>buildings: Vec<DrawBuilding>parking_lots: Vec<DrawParkingLot>bus_stops: HashMap<BusStopID, DrawBusStop>areas: Vec<DrawArea>boundary_polygon: Drawabledraw_all_unzoomed_roads_and_intersections: Drawabledraw_all_buildings: Drawabledraw_all_building_driveways: Drawabledraw_all_building_outlines: Drawabledraw_all_unzoomed_parking_lots: Drawabledraw_all_areas: Drawablezorder_range: (isize, isize)show_zorder: isizequadtree: QuadTree<ID>quadtree_ids: HashMap<ID, ItemId>

Implementations

impl DrawMap[src]

pub fn new(
    ctx: &mut EventCtx<'_>,
    map: &Map,
    opts: &Options,
    cs: &ColorScheme,
    timer: &mut Timer<'_>
) -> DrawMap
[src]

pub fn regenerate_unzoomed_layer(
    map: &Map,
    cs: &ColorScheme,
    ctx: &EventCtx<'_>,
    timer: &mut Timer<'_>
) -> Drawable
[src]

pub fn get_r(&self, id: RoadID) -> &DrawRoad[src]

pub fn get_l(&self, id: LaneID) -> &DrawLane[src]

pub fn get_i(&self, id: IntersectionID) -> &DrawIntersection[src]

pub fn get_b(&self, id: BuildingID) -> &DrawBuilding[src]

pub fn get_pl(&self, id: ParkingLotID) -> &DrawParkingLot[src]

pub fn get_bs(&self, id: BusStopID) -> &DrawBusStop[src]

pub fn get_a(&self, id: AreaID) -> &DrawArea[src]

pub fn get_obj<'a>(
    &'a self,
    ctx: &EventCtx<'_>,
    id: ID,
    app: &dyn AppLike,
    agents: &'a mut AgentCache
) -> Option<&'a dyn Renderable>
[src]

pub fn get_matching_objects(&self, bounds: Bounds) -> Vec<ID>[src]

Unsorted, unexpanded, raw result.

pub fn get_renderables_back_to_front(
    &self,
    bounds: Bounds,
    map: &Map
) -> Vec<&dyn Renderable>
[src]

A simple variation of the one in game that shows all layers, ignores dynamic agents.

pub fn zoomed_batch(ctx: &EventCtx<'_>, app: &dyn AppLike) -> GeomBatch[src]

Build a single gigantic GeomBatch to render the entire map when zoomed in. Likely messes up Z-ordering.

pub fn create_lane(&mut self, l: LaneID, map: &Map)[src]

pub fn delete_lane(&mut self, l: LaneID)[src]

pub fn recreate_intersection(&mut self, i: IntersectionID, map: &Map)[src]

pub fn recreate_road(&mut self, road: &Road, map: &Map)[src]

pub fn recreate_building_driveways(
    &mut self,
    ctx: &mut EventCtx<'_>,
    map: &Map,
    cs: &ColorScheme,
    opts: &Options
)
[src]

pub fn free_memory(&mut self)[src]

Auto Trait Implementations

impl !RefUnwindSafe for DrawMap

impl !Send for DrawMap

impl !Sync for DrawMap

impl Unpin for DrawMap

impl UnwindSafe for DrawMap

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Downcast for T where
    T: Any

impl<T> From<T> for T[src]

impl<T> Instrument for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,