Struct game::ltn::select_boundary::SelectBoundary [−][src]
pub struct SelectBoundary {
panel: Panel,
id: NeighborhoodID,
blocks: BTreeMap<BlockID, Block>,
world: World<BlockID>,
selected: BTreeSet<BlockID>,
draw_outline: ToggleZoomed,
block_to_neighborhood: BTreeMap<BlockID, NeighborhoodID>,
frontier: BTreeSet<BlockID>,
}
Fields
panel: Panel
id: NeighborhoodID
blocks: BTreeMap<BlockID, Block>
world: World<BlockID>
selected: BTreeSet<BlockID>
draw_outline: ToggleZoomed
block_to_neighborhood: BTreeMap<BlockID, NeighborhoodID>
frontier: BTreeSet<BlockID>
Implementations
pub fn new_state(
ctx: &mut EventCtx<'_>,
app: &App,
id: NeighborhoodID
) -> Box<dyn State<App>>
Trait Implementations
Respond to a UI event, such as input or time passing.
fn draw_baselayer(&self) -> DrawBaselayer
fn draw_baselayer(&self) -> DrawBaselayer
Specifies what to draw before draw()
fn on_destroy(&mut self, &mut EventCtx<'_>, &mut A)
fn on_destroy(&mut self, &mut EventCtx<'_>, &mut A)
Before this state is popped or replaced, call this.
Auto Trait Implementations
impl !RefUnwindSafe for SelectBoundary
impl !Send for SelectBoundary
impl !Sync for SelectBoundary
impl Unpin for SelectBoundary
impl !UnwindSafe for SelectBoundary
Blanket Implementations
Mutably borrows from an owned value. Read more
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