[−][src]Trait game::sandbox::gameplay::GameplayState
Required methods
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
actions: &mut Actions
) -> Option<Transition<App>>
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
actions: &mut Actions
) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, app: &App)
fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
Provided methods
fn on_destroy(&self, _: &mut App)
fn can_move_canvas(&self) -> bool
fn can_examine_objects(&self) -> bool
fn has_common(&self) -> bool
fn has_tool_panel(&self) -> bool
fn has_time_panel(&self) -> bool
fn has_speed(&self) -> bool
fn has_agent_meter(&self) -> bool
fn has_minimap(&self) -> bool
Implementations
impl dyn GameplayState
pub fn is<__T: GameplayState>(&self) -> bool
Returns true if the trait object wraps an object of type __T
.
pub fn downcast<__T: GameplayState>(
self: Box<Self>
) -> Result<Box<__T>, Box<Self>>
self: Box<Self>
) -> Result<Box<__T>, Box<Self>>
Returns a boxed object from a boxed trait object if the underlying object is of type
__T
. Returns the original boxed trait if it isn't.
pub fn downcast_rc<__T: GameplayState>(
self: Rc<Self>
) -> Result<Rc<__T>, Rc<Self>>
self: Rc<Self>
) -> Result<Rc<__T>, Rc<Self>>
Returns an Rc
-ed object from an Rc
-ed trait object if the underlying object is of
type __T
. Returns the original Rc
-ed trait if it isn't.
pub fn downcast_ref<__T: GameplayState>(&self) -> Option<&__T>
Returns a reference to the object within the trait object if it is of type __T
, or
None
if it isn't.
pub fn downcast_mut<__T: GameplayState>(&mut self) -> Option<&mut __T>
Returns a mutable reference to the object within the trait object if it is of type
__T
, or None
if it isn't.
Implementors
impl GameplayState for OptimizeCommute
[src]
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
actions: &mut Actions
) -> Option<Transition<App>>
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
actions: &mut Actions
) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, _: &App)
[src]
fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
[src]
impl GameplayState for FixTrafficSignals
[src]
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, _: &App)
[src]
fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
[src]
fn on_destroy(&self, app: &mut App)
[src]
impl GameplayState for Freeform
[src]
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
_: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
_: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, _: &App)
[src]
fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
[src]
impl GameplayState for PlayScenario
[src]
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
_: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
_: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, _: &App)
[src]
fn on_destroy(&self, app: &mut App)
[src]
fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
[src]
impl GameplayState for Tutorial
[src]
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut App,
controls: &mut SandboxControls,
_: &mut Actions
) -> Option<Transition<App>>