pub struct SessionState {
pub tutorial: Option<TutorialState>,
pub high_scores: BTreeMap<GameplayMode, Vec<HighScore>>,
pub info_panel_tab: BTreeMap<&'static str, &'static str>,
pub last_gmns_timing_csv: Option<(String, Vec<u8>)>,
pub dash_tab: DashTab,
pub buffer_lane_type: LaneType,
pub elevation_contours: Cached<MapName, (FindClosest<Distance>, ToggleZoomed)>,
pub routing_preferences: RoutingPreferences,
pub ungap_current_trip_name: Option<String>,
pub mode_shift: Cached<(MapName, usize), ModeShiftData>,
}
Fields§
§tutorial: Option<TutorialState>
§high_scores: BTreeMap<GameplayMode, Vec<HighScore>>
§info_panel_tab: BTreeMap<&'static str, &'static str>
§last_gmns_timing_csv: Option<(String, Vec<u8>)>
§dash_tab: DashTab
§buffer_lane_type: LaneType
§elevation_contours: Cached<MapName, (FindClosest<Distance>, ToggleZoomed)>
§routing_preferences: RoutingPreferences
§ungap_current_trip_name: Option<String>
§mode_shift: Cached<(MapName, usize), ModeShiftData>
Implementations§
Source§impl SessionState
impl SessionState
pub fn empty() -> SessionState
Auto Trait Implementations§
impl Freeze for SessionState
impl !RefUnwindSafe for SessionState
impl !Send for SessionState
impl !Sync for SessionState
impl Unpin for SessionState
impl !UnwindSafe for SessionState
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