Struct map_gui::render::DrawMap

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pub struct DrawMap {
Show 15 fields pub roads: Vec<DrawRoad>, pub intersections: Vec<DrawIntersection>, pub buildings: Vec<DrawBuilding>, pub parking_lots: Vec<DrawParkingLot>, pub bus_stops: HashMap<TransitStopID, DrawTransitStop>, pub areas: Vec<DrawArea>, pub boundary_polygon: Drawable, pub draw_all_unzoomed_roads_and_intersections: Drawable, pub draw_all_buildings: Drawable, pub draw_all_building_outlines: Drawable, pub draw_all_unzoomed_parking_lots: Drawable, pub draw_all_areas: Drawable, pub zorder_range: (isize, isize), pub show_zorder: isize, quadtree: QuadTree<ID>,
}

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§roads: Vec<DrawRoad>§intersections: Vec<DrawIntersection>§buildings: Vec<DrawBuilding>§parking_lots: Vec<DrawParkingLot>§bus_stops: HashMap<TransitStopID, DrawTransitStop>§areas: Vec<DrawArea>§boundary_polygon: Drawable§draw_all_unzoomed_roads_and_intersections: Drawable§draw_all_buildings: 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>

Implementations§

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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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pub fn regenerate_buildings( ctx: &EventCtx<'_>, map: &Map, cs: &ColorScheme, opts: &Options, timer: &mut Timer<'_> ) -> (Vec<DrawBuilding>, Drawable, Drawable)

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pub fn regenerate_parking_lots( ctx: &EventCtx<'_>, map: &Map, cs: &ColorScheme, opts: &Options ) -> (Vec<DrawParkingLot>, Drawable)

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pub fn regenerate_unzoomed_layer( ctx: &EventCtx<'_>, map: &Map, cs: &ColorScheme, opts: &Options, timer: &mut Timer<'_> ) -> Drawable

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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_ts(&self, id: TransitStopID) -> &DrawTransitStop

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pub fn get_a(&self, id: AreaID) -> &DrawArea

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pub fn get_obj<'a>(&self, id: ID) -> &dyn Renderable

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pub fn get_matching_objects(&self, bounds: Bounds) -> Vec<ID>

Unsorted, unexpanded, raw result.

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pub fn get_renderables_back_to_front( &self, bounds: Bounds, map: &Map ) -> Vec<&dyn Renderable>

A simple variation of the one in game that shows all layers, ignores dynamic agents.

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pub fn zoomed_batch(ctx: &EventCtx<'_>, app: &dyn AppLike) -> GeomBatch

Build a single gigantic GeomBatch to render the entire map when zoomed in. Likely messes up Z-ordering.

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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 free_memory(&mut self)

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