Struct game::app::App[][src]

pub struct App {
    pub primary: PerMap,
    pub secondary: Option<PerMap>,
    pub cs: ColorScheme,
    pub opts: Options,
    pub per_obj: PerObjectActions,
    pub session: SessionState,
}
Expand description

The top-level data that lasts through the entire game, no matter what state the game is in.

Fields

primary: PerMapsecondary: Option<PerMap>

This is only used right now for a debug mode to compare two versions of the same map. In the future, it might be used for some kind of live “side-by-side” comparison.

cs: ColorSchemeopts: Optionsper_obj: PerObjectActionssession: SessionState

Static data that lasts the entire session. Use sparingly.

Implementations

Assumes some defaults.

Ensure the map edits are blank, reset the simulation, and blank out prebaked results.

If an intersection was clicked, return its ID.

Trait Implementations

Create a widgetry::State that warps to the given point.

Change the color scheme. Idempotent. Return true if there was a change.

Should the user be able to control the z-order visible? The control is only present when zoomed in, placed beneath the zoom column. Read more

Is there some additional layer displayed on the minimap? If this changes, the panel gets recalculated. Read more

Draw extra stuff on the minimap, just pulling from the app.

When unzoomed, display this panel. By default, no controls when unzoomed.

A row beneath the minimap in the zoomed view, usually used as a legend for things on the minimap. Read more

Controls to be placed to the left to the zoomed-in panel

If a button is clicked that was produced by some method in this trait, respond to it here.

Called for Outcome::Changed on the panel.

Before State::event is called, call this.

When DrawBaselayer::DefaultDraw is called, run this.

Will be called if State::event or State::draw panics.

Called before a normal exit, like window close

If widgetry determines the video card is low on memory, this may be called. The application should make its best effort to delete any unused Drawables. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked.

Called when the mouse has moved.

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when something on the panel has been clicked.

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked.

Called when the mouse has moved.

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when the mouse has moved.

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!(). Read more

Called when something on the panel has been clicked.

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition. Read more

Called when the mouse has moved.

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events. Read more

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Before this state is popped or replaced, call this.

Specifies what to draw before draw()

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Specifies what to draw before draw()

Draw

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Before this state is popped or replaced, call this.

Specifies what to draw before draw()

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Respond to a UI event, such as input or time passing.

Draw

Specifies what to draw before draw()

Before this state is popped or replaced, call this.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

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

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

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s. Read more

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

Performs the conversion.

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more

Instruments this type with the current Span, returning an Instrumented wrapper. Read more

Performs the conversion.

Should always be Self

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.