pub struct OptimizeCommute {
top_right: Panel,
person: PersonID,
mode: GameplayMode,
goal: Duration,
time: Time,
done: bool,
trips: Vec<TripID>,
once: bool,
}
Fields
top_right: Panel
person: PersonID
mode: GameplayMode
goal: Duration
time: Time
done: bool
trips: Vec<TripID>
once: bool
Implementations
sourceimpl OptimizeCommute
impl OptimizeCommute
pub fn new_state(
ctx: &mut EventCtx<'_>,
app: &App,
orig_person: OrigPersonID,
goal: Duration
) -> Box<dyn GameplayState>
pub fn cutscene_pt1(
ctx: &mut EventCtx<'_>,
_: &App,
mode: &GameplayMode
) -> Box<dyn State<App>>
pub fn cutscene_pt2(
ctx: &mut EventCtx<'_>,
_: &App,
mode: &GameplayMode
) -> Box<dyn State<App>>
Trait Implementations
sourceimpl GameplayState for OptimizeCommute
impl GameplayState for OptimizeCommute
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
actions: &mut Actions
) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, _: &App)
fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
fn on_destroy(&self, _: &mut App)
fn can_move_canvas(&self) -> bool
fn can_examine_objects(&self) -> bool
fn has_common(&self) -> bool
fn has_tool_panel(&self) -> bool
fn has_time_panel(&self) -> bool
fn has_minimap(&self) -> bool
Auto Trait Implementations
impl !RefUnwindSafe for OptimizeCommute
impl !Send for OptimizeCommute
impl !Sync for OptimizeCommute
impl Unpin for OptimizeCommute
impl !UnwindSafe for OptimizeCommute
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
. Read more
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more
fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert &Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert &mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Instruments this type with the provided Span
, returning an
Instrumented
wrapper. Read more
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
type Output = T
Should always be Self