pub struct SignalPicker {
members: BTreeSet<IntersectionID>,
panel: Panel,
mode: GameplayMode,
}
Fields§
§members: BTreeSet<IntersectionID>
§panel: Panel
§mode: GameplayMode
Implementations§
Source§impl SignalPicker
impl SignalPicker
Trait Implementations§
Source§impl State<App> for SignalPicker
impl State<App> for SignalPicker
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 SignalPicker
impl !RefUnwindSafe for SignalPicker
impl !Send for SignalPicker
impl !Sync for SignalPicker
impl Unpin for SignalPicker
impl !UnwindSafe for SignalPicker
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>
Convert
Box<dyn Trait>
(where Trait: Downcast
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can
then be further downcast
into Box<ConcreteType>
where ConcreteType
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.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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Rc<Trait>
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fn as_any(&self) -> &(dyn Any + 'static)
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