Struct map_gui::options::Options[][src]

pub struct Options {
Show 14 fields pub dev: bool, pub debug_all_agents: bool, pub traffic_signal_style: TrafficSignalStyle, pub color_scheme: ColorSchemeChoice, pub toggle_day_night_colors: bool, pub camera_angle: CameraAngle, pub show_building_driveways: bool, pub minimal_controls: bool, pub canvas_settings: CanvasSettings, pub time_increment: Duration, pub dont_draw_time_warp: bool, pub jump_to_delay: Duration, pub language: Option<String>, pub units: UnitFmt,
}
Expand description

Options controlling the UI. Some of the options are common to all map-based apps, and some are specific to A/B Street.

Fields

dev: bool

Dev mode exposes experimental tools useful for debugging, but that’d likely confuse most players.

debug_all_agents: bool

Every time we draw, render all agents zoomed in. Extremely slow. Just used to flush out drawing bugs.

traffic_signal_style: TrafficSignalStyle

How traffic signals should be rendered.

color_scheme: ColorSchemeChoice

The color scheme for map elements, agents, and the UI.

toggle_day_night_colors: bool

Automatically change color_scheme based on simulation time to reflect day/night

camera_angle: CameraAngle

Draw buildings in different perspectives

show_building_driveways: bool

Draw building driveways.

minimal_controls: bool

When making a screen recording, enable this option to hide some UI elements

canvas_settings: CanvasSettings

widgetry options

time_increment: Duration

How much to advance the sim with one of the speed controls

dont_draw_time_warp: bool

When time warping, don’t draw to speed up simulation

jump_to_delay: Duration

The delay threshold to halt on when jumping to the next delay

language: Option<String>

Display roads and buildings in an alternate language, if possible. None means to use the OSM native name.

units: UnitFmt

How to render geometric units

Implementations

Restore previous options. If the file is missing or the format has changed, fall back to built-in defaults.

Trait Implementations

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