Struct map_gui::tools::CityPicker

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pub struct CityPicker<A: AppLike> {
    panel: Panel,
    on_load: Option<Box<dyn FnOnce(&mut EventCtx<'_>, &mut A) -> Transition<A>>>,
}
Expand description

Lets the player switch maps.

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§panel: Panel§on_load: Option<Box<dyn FnOnce(&mut EventCtx<'_>, &mut A) -> Transition<A>>>

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impl<A: AppLike + 'static> CityPicker<A>

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pub fn new_state( ctx: &mut EventCtx<'_>, app: &A, on_load: Box<dyn FnOnce(&mut EventCtx<'_>, &mut A) -> Transition<A>> ) -> Box<dyn State<A>>

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fn new_in_city( ctx: &mut EventCtx<'_>, on_load: Box<dyn FnOnce(&mut EventCtx<'_>, &mut A) -> Transition<A>>, city_name: CityName ) -> Box<dyn State<A>>

Trait Implementations§

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impl<A: AppLike + 'static> State<A> for CityPicker<A>

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut A) -> Transition<A>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &A)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.

Auto Trait Implementations§

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impl<A> Freeze for CityPicker<A>

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impl<A> !RefUnwindSafe for CityPicker<A>

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impl<A> !Send for CityPicker<A>

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impl<A> !Sync for CityPicker<A>

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impl<A> Unpin for CityPicker<A>

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impl<A> !UnwindSafe for CityPicker<A>

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impl<T> Any for T
where T: 'static + ?Sized,

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