Struct game::common::waypoints::InputWaypoints [−][src]
pub struct InputWaypoints {
waypoints: Vec<Waypoint>,
snap_to_endpts: FindClosest<TripEndpoint>,
}
Expand description
Click to add waypoints, drag them, see the list on a panel and delete them. The caller owns the Panel and the World, since there’s probably more stuff there too.
Fields
waypoints: Vec<Waypoint>
snap_to_endpts: FindClosest<TripEndpoint>
Implementations
The caller should call rebuild_world
after this
pub fn get_waypoints(&self) -> Vec<TripEndpoint>ⓘ
pub fn event(
&mut self,
app: &mut App,
panel_outcome: Outcome,
world_outcome: WorldOutcome<WaypointID>
) -> bool
pub fn event(
&mut self,
app: &mut App,
panel_outcome: Outcome,
world_outcome: WorldOutcome<WaypointID>
) -> bool
If the outcome from the panel or world isn’t used by the caller, pass it along here. When this
returns true, something has changed, so the caller may want to update their view of the
route and call get_panel_widget
and rebuild_world
again.
pub fn rebuild_world<T: ObjectID, F: Fn(WaypointID) -> T>(
&self,
ctx: &mut EventCtx<'_>,
world: &mut World<T>,
wrap_id: F,
zorder: usize
)
pub fn rebuild_world<T: ObjectID, F: Fn(WaypointID) -> T>(
&self,
ctx: &mut EventCtx<'_>,
world: &mut World<T>,
wrap_id: F,
zorder: usize
)
The caller is responsible for calling initialize_hover
and rebuilt_during_drag
.
Auto Trait Implementations
impl RefUnwindSafe for InputWaypoints
impl Send for InputWaypoints
impl Sync for InputWaypoints
impl Unpin for InputWaypoints
impl UnwindSafe for InputWaypoints
Blanket Implementations
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