game::app

Struct App

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pub struct App {
    pub primary: PerMap,
    pub secondary: Option<PerMap>,
    pub store_unedited_map_in_secondary: bool,
    pub cs: ColorScheme,
    pub opts: Options,
    pub per_obj: PerObjectActions,
    pub session: SessionState,
}
Expand description

The top-level data that lasts through the entire game, no matter what state the game is in.

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§primary: PerMap

State (like the simulation and drawing stuff) associated with the “primary” map.

§secondary: Option<PerMap>

Represents state for a different version of the primary map. swap_map can be used to switch the primary and secondary state. This is currently used to compare an edited and unedited map for Ungap the Map and as a debug mode to compare different files representing the same area.

§store_unedited_map_in_secondary: bool§cs: ColorScheme§opts: Options§per_obj: PerObjectActions§session: SessionState

Static data that lasts the entire session. Use sparingly.

Implementations§

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impl App

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pub fn has_prebaked(&self) -> Option<(&MapName, &String)>

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pub fn prebaked(&self) -> &Analytics

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pub fn set_prebaked(&mut self, prebaked: Option<(MapName, String, Analytics)>)

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pub fn draw( &self, g: &mut GfxCtx<'_>, opts: DrawOptions, show_objs: &dyn ShowObject, )

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pub fn recalculate_current_selection(&mut self, ctx: &EventCtx<'_>)

Assumes some defaults.

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pub fn mouseover_unzoomed_roads_and_intersections( &self, ctx: &EventCtx<'_>, ) -> Option<ID>

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pub fn mouseover_unzoomed_intersections(&self, ctx: &EventCtx<'_>) -> Option<ID>

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pub fn mouseover_unzoomed_buildings(&self, ctx: &EventCtx<'_>) -> Option<ID>

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pub fn mouseover_unzoomed_everything(&self, ctx: &EventCtx<'_>) -> Option<ID>

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pub fn mouseover_debug_mode( &self, ctx: &EventCtx<'_>, show_objs: &dyn ShowObject, ) -> Option<ID>

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fn calculate_current_selection( &self, ctx: &EventCtx<'_>, show_objs: &dyn ShowObject, debug_mode: bool, unzoomed_roads_and_intersections: bool, unzoomed_buildings: bool, ) -> Option<ID>

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fn get_renderables_back_to_front<'a>( &'a self, bounds: Bounds, prerender: &Prerender, agents: &'a mut AgentCache, show_objs: &dyn ShowObject, ) -> Vec<&'a (dyn GameRenderable + 'a)>

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pub fn clear_everything(&mut self, ctx: &mut EventCtx<'_>)

Ensure the map edits are blank, reset the simulation, and blank out prebaked results.

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pub fn swap_map(&mut self)

This swaps the primary and secondary PerMaps. Depending on what state the rest of the app is in, things like IDs might totally change!

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impl App

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pub fn click_on_intersection<S: Into<String>>( &mut self, ctx: &mut EventCtx<'_>, label: S, ) -> Option<IntersectionID>

If an intersection was clicked, return its ID.

Trait Implementations§

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impl AppLike for App

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fn map(&self) -> &Map

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fn cs(&self) -> &ColorScheme

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fn mut_cs(&mut self) -> &mut ColorScheme

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fn draw_map(&self) -> &DrawMap

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fn mut_draw_map(&mut self) -> &mut DrawMap

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fn opts(&self) -> &Options

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fn mut_opts(&mut self) -> &mut Options

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fn map_switched( &mut self, ctx: &mut EventCtx<'_>, map: Map, timer: &mut Timer<'_>, )

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fn draw_with_opts(&self, g: &mut GfxCtx<'_>, opts: DrawOptions)

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fn make_warper( &mut self, ctx: &EventCtx<'_>, pt: Pt2D, target_cam_zoom: Option<f64>, id: Option<ID>, ) -> Box<dyn State<App>>

Create a widgetry::State that warps to the given point.
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fn sim_time(&self) -> Time

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fn current_stage_and_remaining_time( &self, id: IntersectionID, ) -> (usize, Duration)

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fn change_color_scheme( &mut self, ctx: &mut EventCtx<'_>, cs: ColorSchemeChoice, ) -> bool

Change the color scheme. Idempotent. Return true if there was a change.
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impl MinimapControls<App> for MinimapController

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fn has_zorder(&self, app: &App) -> bool

Should the user be able to control the z-order visible? The control is only present when zoomed in, placed beneath the zoom column.
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fn has_layer(&self, app: &App) -> bool

Is there some additional layer displayed on the minimap? If this changes, the panel gets recalculated.
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fn draw_extra(&self, g: &mut GfxCtx<'_>, app: &App)

Draw extra stuff on the minimap, just pulling from the app.
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fn make_unzoomed_panel(&self, ctx: &mut EventCtx<'_>, app: &App) -> Panel

When unzoomed, display this panel. By default, no controls when unzoomed.
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fn make_legend(&self, ctx: &mut EventCtx<'_>, app: &App) -> Widget

A row beneath the minimap in the zoomed view, usually used as a legend for things on the minimap.
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fn make_zoomed_side_panel(&self, ctx: &mut EventCtx<'_>, app: &App) -> Widget

Controls to be placed to the left to the zoomed-in panel
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fn panel_clicked( &self, ctx: &mut EventCtx<'_>, app: &mut App, action: &str, ) -> Option<Transition<App>>

If a button is clicked that was produced by some method in this trait, respond to it here.
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fn panel_changed(&self, _: &mut EventCtx<'_>, app: &mut App, panel: &Panel)

Called for Outcome::Changed on the panel.
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impl SharedAppState for App

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fn before_event(&mut self)

Before State::event is called, call this.
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fn draw_default(&self, g: &mut GfxCtx<'_>)

When DrawBaselayer::DefaultDraw is called, run this.
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fn dump_before_abort(&self, canvas: &Canvas)

Will be called if State::event or State::draw panics.
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fn before_quit(&self, canvas: &Canvas)

Called before a normal exit, like window close
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fn free_memory(&mut self)

If widgetry determines the video card is low on memory, this may be called. The application should make its best effort to delete any unused Drawables.
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impl SimpleState<App> for About

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fn on_click( &mut self, _: &mut EventCtx<'_>, _: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for ChallengesPicker

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &A)

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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for ChangeDuration

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fn on_click( &mut self, _: &mut EventCtx<'_>, _: &mut App, x: &str, panel: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn panel_changed( &mut self, ctx: &mut EventCtx<'_>, _: &mut App, panel: &mut Panel, ) -> Option<Transition<App>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, _: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw_baselayer(&self) -> DrawBaselayer

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &A)

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impl SimpleState<App> for ChangeScenario

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for DepartureSummary

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &A)

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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for DevToolsMode

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &A)

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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for EditingMarker

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fn on_click( &mut self, _: &mut EventCtx<'_>, _: &mut App, x: &str, panel: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn draw_baselayer(&self) -> DrawBaselayer

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &A)

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impl SimpleState<App> for GenericCompareCounts

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, panel: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, _: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for OneBlock

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, _: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for Proposals

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &A)

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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for ShareProposal

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn other_event(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Transition<A>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for ShowAbsolute

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fn on_click( &mut self, _: &mut EventCtx<'_>, _: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_mouseover(&mut self, ctx: &mut EventCtx<'_>, app: &mut App)

Called when the mouse has moved.
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for ShowRelative

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_mouseover(&mut self, ctx: &mut EventCtx<'_>, app: &mut App)

Called when the mouse has moved.
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for StopSignEditor

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_mouseover(&mut self, ctx: &mut EventCtx<'_>, _: &mut App)

Called when the mouse has moved.
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for TuneRelative

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, panel: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, _: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for UberTurnPicker

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn on_mouseover(&mut self, ctx: &mut EventCtx<'_>, app: &mut App)

Called when the mouse has moved.
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn panel_changed( &mut self, _: &mut EventCtx<'_>, _: &mut A, _: &mut Panel, ) -> Option<Transition<A>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn draw_baselayer(&self) -> DrawBaselayer

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impl SimpleState<App> for UberTurnViewer

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fn on_click( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, x: &str, _: &mut Panel, ) -> Transition<App>

Called when something on the panel has been clicked. Since the action is just a string, the fallback case can just use unreachable!().
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fn panel_changed( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, panel: &mut Panel, ) -> Option<Transition<App>>

Called when something on the panel has changed. If a transition is returned, stop handling the event and immediately apply the transition.
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fn other_event( &mut self, ctx: &mut EventCtx<'_>, _: &mut App, ) -> Transition<App>

If a panel on_click event didn’t occur and panel_changed didn’t return transition, then call this to handle all other events.
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fn draw_baselayer(&self) -> DrawBaselayer

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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

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fn on_click_custom( &mut self, _ctx: &mut EventCtx<'_>, _app: &mut A, _action: Box<dyn CloneableAny>, _panel: &mut Panel, ) -> Transition<A>

Called when something on the panel has been clicked.
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fn on_mouseover(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Called when the mouse has moved.
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impl State<App> for ActiveTraffic

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for AgentSpawner

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for AllRoutesExplorer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for AreaSpawner

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for BackToTitleScreen

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for Blockfinder

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for BulkSelect

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ChangeMode

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for CollisionsViewer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for CommuterPatterns

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ConfirmDiscard

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for CrosswalkEditor

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for CutscenePlayer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for DebugMode

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for DebugWarp

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for DrawFreehand

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fn event(&mut self, ctx: &mut EventCtx<'_>, _: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for EditMode

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for EditScenarioModifiers

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ExploreMap

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for FinalScore

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for Floodfiller

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for JumpToTime

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for LoadEdits

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ModeShift

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ParkingOverhead

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for PathCostDebugger

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for PathCounter

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for PickLayer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for PolygonDebugger

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fn event(&mut self, ctx: &mut EventCtx<'_>, _: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for PolygonEditor

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for PopularDestinations

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for PreviewTrafficSignal

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for QuickSketch

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for RectangularSelector

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fn event(&mut self, ctx: &mut EventCtx<'_>, _: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for RiskSummaries

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for RoadEditor

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for RouteEditor

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for RouteExplorer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for SandboxLoader

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for SandboxMode

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, app: &mut App)

Before this state is popped or replaced, call this.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for SaveEdits

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ScenarioManager

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ScreenshotTest

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for SelectSegments

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _: &App)

Draw
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fn on_destroy(&mut self, ctx: &mut EventCtx<'_>, _: &mut App)

Before this state is popped or replaced, call this.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ShowGaps

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ShowMessage

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fn event(&mut self, ctx: &mut EventCtx<'_>, _: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for SignalPicker

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for StoryMapEditor

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TimeWarpScreen

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, app: &mut App)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TrafficRecorder

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TrafficSignalDemand

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TrafficSignalEditor

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TransitRoutes

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TravelTimes

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, _app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TripPlanner

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, app: &mut App)

Before this state is popped or replaced, call this.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TripTable

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for TurnExplorer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ViewKML

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for Viewer

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for Warping

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fn event(&mut self, ctx: &mut EventCtx<'_>, _: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, _: &mut GfxCtx<'_>, _: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl State<App> for ZoneEditor

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fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>

Respond to a UI event, such as input or time passing.
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fn draw(&self, g: &mut GfxCtx<'_>, app: &App)

Draw
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fn draw_baselayer(&self) -> DrawBaselayer

Specifies what to draw before draw()
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fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)

Before this state is popped or replaced, call this.
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fn recreate(&mut self, _: &mut EventCtx<'_>, _: &mut A) -> Box<dyn State<A>>

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately.
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impl TripManagementState<App> for TripPlanner

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fn mut_files(&mut self) -> &mut TripManagement<App, Self>

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fn app_session_current_trip_name(app: &mut App) -> &mut Option<String>

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fn sync_from_file_management(&mut self, ctx: &mut EventCtx<'_>, app: &mut App)

Auto Trait Implementations§

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impl !Freeze for App

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impl !RefUnwindSafe for App

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impl !Send for App

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impl !Sync for App

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impl Unpin for App

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impl !UnwindSafe for App

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a [WithDispatch] wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a [WithDispatch] wrapper. Read more
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impl<G1, G2> Within<G2> for G1
where G2: Contains<G1>,

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fn is_within(&self, b: &G2) -> bool