Struct map_gui::render::map::DrawMap [−][src]
Fields
roads: Vec<DrawRoad>
lanes: HashMap<LaneID, DrawLane>
intersections: Vec<DrawIntersection>
buildings: Vec<DrawBuilding>
parking_lots: Vec<DrawParkingLot>
bus_stops: HashMap<BusStopID, DrawBusStop>
areas: Vec<DrawArea>
boundary_polygon: Drawable
draw_all_unzoomed_roads_and_intersections: Drawable
draw_all_buildings: Drawable
draw_all_building_driveways: Drawable
draw_all_building_outlines: Drawable
draw_all_unzoomed_parking_lots: Drawable
draw_all_areas: Drawable
zorder_range: (isize, isize)
show_zorder: isize
quadtree: QuadTree<ID>
quadtree_ids: HashMap<ID, ItemId>
Implementations
impl DrawMap
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pub fn new(
ctx: &mut EventCtx<'_>,
map: &Map,
opts: &Options,
cs: &ColorScheme,
timer: &mut Timer<'_>
) -> DrawMap
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ctx: &mut EventCtx<'_>,
map: &Map,
opts: &Options,
cs: &ColorScheme,
timer: &mut Timer<'_>
) -> DrawMap
pub fn regenerate_unzoomed_layer(
map: &Map,
cs: &ColorScheme,
ctx: &EventCtx<'_>,
timer: &mut Timer<'_>
) -> Drawable
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map: &Map,
cs: &ColorScheme,
ctx: &EventCtx<'_>,
timer: &mut Timer<'_>
) -> Drawable
pub fn get_r(&self, id: RoadID) -> &DrawRoad
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pub fn get_l(&self, id: LaneID) -> &DrawLane
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pub fn get_i(&self, id: IntersectionID) -> &DrawIntersection
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pub fn get_b(&self, id: BuildingID) -> &DrawBuilding
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pub fn get_pl(&self, id: ParkingLotID) -> &DrawParkingLot
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pub fn get_bs(&self, id: BusStopID) -> &DrawBusStop
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pub fn get_a(&self, id: AreaID) -> &DrawArea
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pub fn get_obj<'a>(
&'a self,
ctx: &EventCtx<'_>,
id: ID,
app: &dyn AppLike,
agents: &'a mut AgentCache
) -> Option<&'a dyn Renderable>
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&'a self,
ctx: &EventCtx<'_>,
id: ID,
app: &dyn AppLike,
agents: &'a mut AgentCache
) -> Option<&'a dyn Renderable>
pub fn get_matching_objects(&self, bounds: Bounds) -> Vec<ID>
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Unsorted, unexpanded, raw result.
pub fn get_renderables_back_to_front(
&self,
bounds: Bounds,
map: &Map
) -> Vec<&dyn Renderable>
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&self,
bounds: Bounds,
map: &Map
) -> Vec<&dyn Renderable>
A simple variation of the one in game that shows all layers, ignores dynamic agents.
pub fn zoomed_batch(ctx: &EventCtx<'_>, app: &dyn AppLike) -> GeomBatch
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Build a single gigantic GeomBatch
to render the entire map when zoomed in. Likely messes
up Z-ordering.
pub fn create_lane(&mut self, l: LaneID, map: &Map)
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pub fn delete_lane(&mut self, l: LaneID)
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pub fn recreate_intersection(&mut self, i: IntersectionID, map: &Map)
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pub fn recreate_road(&mut self, road: &Road, map: &Map)
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pub fn recreate_building_driveways(
&mut self,
ctx: &mut EventCtx<'_>,
map: &Map,
cs: &ColorScheme,
opts: &Options
)
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&mut self,
ctx: &mut EventCtx<'_>,
map: &Map,
cs: &ColorScheme,
opts: &Options
)
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,
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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,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> Downcast for T where
T: Any,
T: Any,
pub fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
pub fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
pub fn as_any(&self) -> &(dyn Any + 'static)
pub 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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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub 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> Same<T> for T
type Output = T
Should always be Self
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.
pub 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.
pub 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>,