pub struct LoadEdits {
panel: Panel,
mode: GameplayMode,
}
Fields§
§panel: Panel
§mode: GameplayMode
Implementations§
Trait Implementations§
Source§impl State<App> for LoadEdits
impl State<App> for LoadEdits
Source§fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>
fn event(&mut self, ctx: &mut EventCtx<'_>, app: &mut App) -> Transition<App>
Respond to a UI event, such as input or time passing.
§fn draw_baselayer(&self) -> DrawBaselayer
fn draw_baselayer(&self) -> DrawBaselayer
Specifies what to draw before draw()
§fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)
fn on_destroy(&mut self, _: &mut EventCtx<'_>, _: &mut A)
Before this state is popped or replaced, call this.
Auto Trait Implementations§
impl Freeze for LoadEdits
impl !RefUnwindSafe for LoadEdits
impl !Send for LoadEdits
impl !Sync for LoadEdits
impl Unpin for LoadEdits
impl !UnwindSafe for LoadEdits
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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then be further downcast
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where ConcreteType
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
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Convert
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