game::app

Struct PerMap

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pub struct PerMap {
Show 16 fields pub map: Map, pub draw_map: DrawMap, pub sim: Sim, pub agents: RefCell<AgentCache>, pub current_selection: Option<ID>, pub current_flags: Flags, pub last_warped_from: Option<(Pt2D, f64)>, pub sim_cb: Option<Box<dyn SimCallback>>, pub dirty_from_edits: bool, pub has_modified_trips: bool, pub unedited_map: Option<Map>, pub layer: Option<Box<dyn Layer>>, pub suspended_sim: Option<Sim>, prebaked: Option<(MapName, String, Analytics)>, pub scenario: Option<Scenario>, pub is_secondary: bool,
}
Expand description

All of the state that’s bound to a specific map.

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§map: Map§draw_map: DrawMap§sim: Sim§agents: RefCell<AgentCache>§current_selection: Option<ID>§current_flags: Flags§last_warped_from: Option<(Pt2D, f64)>§sim_cb: Option<Box<dyn SimCallback>>§dirty_from_edits: bool

If we ever left edit mode and resumed without restarting from midnight, this is true.

§has_modified_trips: bool

Any ScenarioModifiers in effect?

§unedited_map: Option<Map>

If the map has been edited and app.store_unedited_map_in_secondary is false, store the unedited map here.

§layer: Option<Box<dyn Layer>>§suspended_sim: Option<Sim>

Only filled out in edit mode. Stored here once to avoid lots of clones. Used for preview.

§prebaked: Option<(MapName, String, Analytics)>

Only exists in some gameplay modes. Must be carefully reset otherwise. Has the map and scenario name too.

§scenario: Option<Scenario>

The most recent Scenario loaded from a file. Don’t depend on it always matching the current gameplay mode; always verify the name matches what’s needed.

Storing this may cost some memory, but otherwise resetting to midnight would require loading it again from a file. This is particularly painful on the web!

§is_secondary: bool

Is this the original “secondary” state, loaded via –diff?

Implementations§

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impl PerMap

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pub fn map_loaded( map: Map, sim: Sim, flags: Flags, opts: &Options, cs: &ColorScheme, ctx: &mut EventCtx<'_>, timer: &mut Timer<'_>, ) -> PerMap

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

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pub fn clear_sim(&mut self) -> Sim

Returns whatever was there

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pub fn canonical_point(&self, id: ID) -> Option<Pt2D>

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pub fn get_obj_outline( &self, ctx: &EventCtx<'_>, id: ID, cs: &ColorScheme, map: &Map, agents: &mut AgentCache, ) -> Option<Tessellation>

Auto Trait Implementations§

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impl !Freeze for PerMap

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impl !RefUnwindSafe for PerMap

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impl !Send for PerMap

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impl !Sync for PerMap

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impl Unpin for PerMap

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impl !UnwindSafe for PerMap

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