Struct game::sandbox::dashboards::traffic_signals::Demand [−][src]
struct Demand { raw: Vec<(Time, MovementID)>, }
Fields
raw: Vec<(Time, MovementID)>
Implementations
impl Demand
[src]
impl Demand
[src]fn all_demand(
app: &App,
timer: &mut Timer<'_>
) -> HashMap<IntersectionID, Demand>
[src]
app: &App,
timer: &mut Timer<'_>
) -> HashMap<IntersectionID, Demand>
fn count(&self, start: Time) -> Counter<MovementID>
[src]
fn make_arrows(
&self,
ts: &ControlTrafficSignal,
hour: Time
) -> Vec<(Polygon, usize)>
[src]
&self,
ts: &ControlTrafficSignal,
hour: Time
) -> Vec<(Polygon, usize)>
fn draw_demand(
ctx: &mut EventCtx<'_>,
app: &App,
all_demand: &HashMap<IntersectionID, Demand>,
hour: Time
) -> Drawable
[src]
ctx: &mut EventCtx<'_>,
app: &App,
all_demand: &HashMap<IntersectionID, Demand>,
hour: Time
) -> Drawable
Auto Trait Implementations
impl RefUnwindSafe for Demand
impl Send for Demand
impl Sync for Demand
impl Unpin for Demand
impl UnwindSafe for Demand
Blanket Implementations
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
[src]
impl<T> Instrument for T
[src]pub fn instrument(self, span: Span) -> Instrumented<Self>
[src]
pub fn in_current_span(self) -> Instrumented<Self>
[src]
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>,