pub struct PerMap {Show 16 fields
pub map: Map,
pub draw_map: DrawMap,
pub sim: Sim,
pub agents: RefCell<AgentCache>,
pub current_selection: Option<ID>,
pub current_flags: Flags,
pub last_warped_from: Option<(Pt2D, f64)>,
pub sim_cb: Option<Box<dyn SimCallback>>,
pub dirty_from_edits: bool,
pub has_modified_trips: bool,
pub unedited_map: Option<Map>,
pub layer: Option<Box<dyn Layer>>,
pub suspended_sim: Option<Sim>,
prebaked: Option<(MapName, String, Analytics)>,
pub scenario: Option<Scenario>,
pub is_secondary: bool,
}
Expand description
All of the state that’s bound to a specific map.
Fields
map: Map
draw_map: DrawMap
sim: Sim
agents: RefCell<AgentCache>
current_selection: Option<ID>
current_flags: Flags
last_warped_from: Option<(Pt2D, f64)>
sim_cb: Option<Box<dyn SimCallback>>
dirty_from_edits: bool
If we ever left edit mode and resumed without restarting from midnight, this is true.
has_modified_trips: bool
Any ScenarioModifiers in effect?
unedited_map: Option<Map>
If the map has been edited and app.store_unedited_map_in_secondary
is false, store the
unedited map here.
layer: Option<Box<dyn Layer>>
suspended_sim: Option<Sim>
Only filled out in edit mode. Stored here once to avoid lots of clones. Used for preview.
prebaked: Option<(MapName, String, Analytics)>
Only exists in some gameplay modes. Must be carefully reset otherwise. Has the map and scenario name too.
scenario: Option<Scenario>
The most recent Scenario loaded from a file. Don’t depend on it always matching the current gameplay mode; always verify the name matches what’s needed.
Storing this may cost some memory, but otherwise resetting to midnight would require loading it again from a file. This is particularly painful on the web!
is_secondary: bool
Is this the original “secondary” state, loaded via –diff?
Implementations
sourceimpl PerMap
impl PerMap
pub fn map_loaded(
map: Map,
sim: Sim,
flags: Flags,
opts: &Options,
cs: &ColorScheme,
ctx: &mut EventCtx<'_>,
timer: &mut Timer<'_>
) -> PerMap
pub fn init_camera_for_loaded_map(&mut self, ctx: &mut EventCtx<'_>)
pub fn canonical_point(&self, id: ID) -> Option<Pt2D>
Auto Trait Implementations
impl !RefUnwindSafe for PerMap
impl !Send for PerMap
impl !Sync for PerMap
impl Unpin for PerMap
impl !UnwindSafe for PerMap
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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Convert Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
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. Read more
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
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can then be
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fn as_any(&self) -> &(dyn Any + 'static)
Convert &Trait
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Instruments this type with the provided Span
, returning an
Instrumented
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sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
type Output = T
Should always be Self