Struct game::edit::traffic_signals::picker::SignalPicker [−][src]
pub struct SignalPicker { members: BTreeSet<IntersectionID>, panel: Panel, mode: GameplayMode, }
Fields
members: BTreeSet<IntersectionID>
panel: Panel
mode: GameplayMode
Implementations
impl SignalPicker
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impl SignalPicker
[src]pub fn new_state(
ctx: &mut EventCtx<'_>,
members: BTreeSet<IntersectionID>,
mode: GameplayMode
) -> Box<dyn State<App>>
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ctx: &mut EventCtx<'_>,
members: BTreeSet<IntersectionID>,
mode: GameplayMode
) -> Box<dyn State<App>>
Trait Implementations
impl State<App> for SignalPicker
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impl State<App> for SignalPicker
[src]fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)
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pub fn draw_baselayer(&self) -> DrawBaselayer
pub fn on_destroy(&mut self, &mut EventCtx<'_>, &mut A)
Auto Trait Implementations
impl !RefUnwindSafe for SignalPicker
impl !Send for SignalPicker
impl !Sync for SignalPicker
impl Unpin for SignalPicker
impl !UnwindSafe for SignalPicker
Blanket Implementations
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
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impl<T> Instrument for T
[src]pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,