Struct game::sandbox::SandboxMode [−][src]
pub struct SandboxMode { gameplay: Box<dyn GameplayState>, pub gameplay_mode: GameplayMode, pub controls: SandboxControls, recalc_unzoomed_agent: Option<Time>, last_cs: ColorSchemeChoice, }
Fields
gameplay: Box<dyn GameplayState>
gameplay_mode: GameplayMode
controls: SandboxControls
recalc_unzoomed_agent: Option<Time>
last_cs: ColorSchemeChoice
Implementations
If you don’t need to chain any transitions after the SandboxMode that rely on its resources
being loaded, use this. Otherwise, see async_new
.
This does not immediately initialize anything (like loading the correct map, instantiating
the scenario, etc). That means if you’re chaining this call with other transitions, you
probably need to defer running them using finalize
.
Assumes that the map and simulation have already been set up, and starts by loading prebaked data.
Trait Implementations
Respond to a UI event, such as input or time passing.
Before this state is popped or replaced, call this.
fn draw_baselayer(&self) -> DrawBaselayer
fn draw_baselayer(&self) -> DrawBaselayer
Specifies what to draw before draw()
Auto Trait Implementations
impl !RefUnwindSafe for SandboxMode
impl !Send for SandboxMode
impl !Sync for SandboxMode
impl Unpin for SandboxMode
impl !UnwindSafe for SandboxMode
Blanket Implementations
Mutably borrows from an owned value. Read more
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