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

pub struct DrawMap {
    pub roads: Vec<DrawRoad>,
    pub lanes: Vec<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_paths: 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>,
}

Fields

roads: Vec<DrawRoad>lanes: Vec<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_paths: Drawabledraw_all_building_outlines: Drawabledraw_all_unzoomed_parking_lots: Drawabledraw_all_areas: Drawablezorder_range: (isize, isize)show_zorder: isizequadtree: QuadTree<ID>

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.

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> 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>,