Struct game::sandbox::gameplay::fix_traffic_signals::FixTrafficSignals [−][src]
pub struct FixTrafficSignals { top_right: Panel, time: Time, worst: Option<(IntersectionID, Duration)>, done_at: Option<Time>, mode: GameplayMode, }
Fields
top_right: Panel
time: Time
worst: Option<(IntersectionID, Duration)>
done_at: Option<Time>
mode: GameplayMode
Implementations
impl FixTrafficSignals
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impl FixTrafficSignals
[src]pub fn new_state(ctx: &mut EventCtx<'_>) -> Box<dyn GameplayState>
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pub fn cutscene_pt1(
ctx: &mut EventCtx<'_>,
_: &App,
_: &GameplayMode
) -> Box<dyn State<App>>
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ctx: &mut EventCtx<'_>,
_: &App,
_: &GameplayMode
) -> Box<dyn State<App>>
Trait Implementations
impl GameplayState for FixTrafficSignals
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impl GameplayState for FixTrafficSignals
[src]fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
_: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
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&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
_: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, _: &App)
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fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
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fn on_destroy(&self, app: &mut App)
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fn can_move_canvas(&self) -> bool
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fn can_examine_objects(&self) -> bool
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fn has_common(&self) -> bool
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fn has_tool_panel(&self) -> bool
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fn has_time_panel(&self) -> bool
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fn has_minimap(&self) -> bool
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Auto Trait Implementations
impl !RefUnwindSafe for FixTrafficSignals
impl !Send for FixTrafficSignals
impl !Sync for FixTrafficSignals
impl Unpin for FixTrafficSignals
impl !UnwindSafe for FixTrafficSignals
Blanket Implementations
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
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impl<T> Instrument for T
[src]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> Same<T> for T
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,