[−][src]Struct game::app::App
The top-level data that lasts through the entire game, no matter what state the game is in.
Fields
primary: PerMap
cs: ColorScheme
unzoomed_agents: UnzoomedAgents
opts: Options
per_obj: PerObjectActions
session: SessionState
Static data that lasts the entire session. Use sparingly.
Implementations
impl App
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pub fn new(
flags: Flags,
opts: Options,
ctx: &mut EventCtx<'_>,
splash: bool
) -> App
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flags: Flags,
opts: Options,
ctx: &mut EventCtx<'_>,
splash: bool
) -> App
pub fn has_prebaked(&self) -> Option<(&String, &String)>
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pub fn prebaked(&self) -> &Analytics
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pub fn set_prebaked(&mut self, prebaked: Option<(String, String, Analytics)>)
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pub fn map_switched(
&mut self,
ctx: &mut EventCtx<'_>,
map: Map,
sim: Sim,
timer: &mut Timer<'_>
)
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&mut self,
ctx: &mut EventCtx<'_>,
map: Map,
sim: Sim,
timer: &mut Timer<'_>
)
pub fn draw(
&self,
g: &mut GfxCtx<'_>,
opts: DrawOptions,
show_objs: &dyn ShowObject
)
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&self,
g: &mut GfxCtx<'_>,
opts: DrawOptions,
show_objs: &dyn ShowObject
)
pub fn recalculate_current_selection(&mut self, ctx: &EventCtx<'_>)
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Assumes some defaults.
pub fn mouseover_unzoomed_roads_and_intersections(
&self,
ctx: &EventCtx<'_>
) -> Option<ID>
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&self,
ctx: &EventCtx<'_>
) -> Option<ID>
pub fn mouseover_unzoomed_buildings(&self, ctx: &EventCtx<'_>) -> Option<ID>
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pub fn mouseover_unzoomed_everything(&self, ctx: &EventCtx<'_>) -> Option<ID>
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pub fn mouseover_debug_mode(
&self,
ctx: &EventCtx<'_>,
show_objs: &dyn ShowObject
) -> Option<ID>
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&self,
ctx: &EventCtx<'_>,
show_objs: &dyn ShowObject
) -> Option<ID>
fn calculate_current_selection(
&self,
ctx: &EventCtx<'_>,
show_objs: &dyn ShowObject,
debug_mode: bool,
unzoomed_roads_and_intersections: bool,
unzoomed_buildings: bool
) -> Option<ID>
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&self,
ctx: &EventCtx<'_>,
show_objs: &dyn ShowObject,
debug_mode: bool,
unzoomed_roads_and_intersections: bool,
unzoomed_buildings: bool
) -> Option<ID>
fn get_renderables_back_to_front<'a>(
&'a self,
bounds: Bounds,
prerender: &Prerender,
agents: &'a mut AgentCache,
show_objs: &dyn ShowObject
) -> Vec<&'a (dyn Renderable + 'a)>
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&'a self,
bounds: Bounds,
prerender: &Prerender,
agents: &'a mut AgentCache,
show_objs: &dyn ShowObject
) -> Vec<&'a (dyn Renderable + 'a)>
Auto Trait Implementations
impl !RefUnwindSafe for App
impl !Send for App
impl !Sync for App
impl Unpin for App
impl !UnwindSafe for App
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Downcast for T where
T: Any,
T: Any,
fn into_any(self: Box<T>) -> Box<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn as_any(&self) -> &(dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
impl<T> From<T> for T
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impl<T> Instrument for T
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fn instrument(self, span: Span) -> Instrumented<Self>
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fn in_current_span(self) -> Instrumented<Self>
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,