Struct game::edit::traffic_signals::BundleEdits [−][src]
pub struct BundleEdits { signals: Vec<ControlTrafficSignal>, }
Fields
signals: Vec<ControlTrafficSignal>
Implementations
impl BundleEdits
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impl BundleEdits
[src]fn apply(&self, app: &mut App)
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fn commit(self, ctx: &mut EventCtx<'_>, app: &mut App)
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fn get_current(app: &App, members: &BTreeSet<IntersectionID>) -> BundleEdits
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fn synchronize(app: &App, members: &BTreeSet<IntersectionID>) -> BundleEdits
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Trait Implementations
impl Clone for BundleEdits
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impl Clone for BundleEdits
[src]fn clone(&self) -> BundleEdits
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pub fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl PartialEq<BundleEdits> for BundleEdits
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impl PartialEq<BundleEdits> for BundleEdits
[src]fn eq(&self, other: &BundleEdits) -> bool
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fn ne(&self, other: &BundleEdits) -> bool
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impl StructuralPartialEq for BundleEdits
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Auto Trait Implementations
impl RefUnwindSafe for BundleEdits
impl Send for BundleEdits
impl Sync for BundleEdits
impl Unpin for BundleEdits
impl UnwindSafe for BundleEdits
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>,