Struct game::edit::traffic_signals::TrafficSignalEditor [−][src]
pub struct TrafficSignalEditor {}Show fields
side_panel: Panel, top_panel: Panel, mode: GameplayMode, members: BTreeSet<IntersectionID>, current_stage: usize, movements: Vec<DrawMovement>, movement_selected: Option<(MovementID, Option<TurnPriority>)>, draw_current: Drawable, tooltip: Option<Text>, command_stack: Vec<BundleEdits>, redo_stack: Vec<BundleEdits>, original: BundleEdits, warn_changed: bool, fade_irrelevant: Drawable,
Fields
side_panel: Panel
top_panel: Panel
mode: GameplayMode
members: BTreeSet<IntersectionID>
current_stage: usize
movements: Vec<DrawMovement>
movement_selected: Option<(MovementID, Option<TurnPriority>)>
draw_current: Drawable
tooltip: Option<Text>
command_stack: Vec<BundleEdits>
redo_stack: Vec<BundleEdits>
original: BundleEdits
warn_changed: bool
fade_irrelevant: Drawable
Implementations
pub fn new_state(
ctx: &mut EventCtx<'_>,
app: &mut App,
members: BTreeSet<IntersectionID>,
mode: GameplayMode
) -> Box<dyn State<App>>
[src]fn add_new_edit<F: Fn(&mut ControlTrafficSignal)>(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
idx: usize,
fxn: F
)
[src]Trait Implementations
Respond to a UI event, such as input or time passing.
Specifies what to draw before draw()
fn on_destroy(&mut self, &mut EventCtx<'_>, &mut A)
fn on_destroy(&mut self, &mut EventCtx<'_>, &mut A)
Before this state is popped or replaced, call this.
Auto Trait Implementations
impl !RefUnwindSafe for TrafficSignalEditor
impl !Send for TrafficSignalEditor
impl !Sync for TrafficSignalEditor
impl Unpin for TrafficSignalEditor
impl !UnwindSafe for TrafficSignalEditor
Blanket Implementations
Mutably borrows from an owned value. Read more
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T: Any,
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T: Any,
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. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
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pub fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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