game::sandbox::dashboards::commuter

Struct CommuterPatterns

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pub struct CommuterPatterns {
    bldg_to_block: HashMap<BuildingID, usize>,
    border_to_block: HashMap<IntersectionID, usize>,
    blocks: Vec<Block>,
    current_block: (BlockSelection, Drawable),
    filter: Filter,
    trips_from_block: Vec<Vec<TripInfo>>,
    trips_to_block: Vec<Vec<TripInfo>>,
    panel: Panel,
    draw_all_blocks: Drawable,
}

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§bldg_to_block: HashMap<BuildingID, usize>§border_to_block: HashMap<IntersectionID, usize>§blocks: Vec<Block>§current_block: (BlockSelection, Drawable)§filter: Filter§trips_from_block: Vec<Vec<TripInfo>>§trips_to_block: Vec<Vec<TripInfo>>§panel: Panel§draw_all_blocks: Drawable

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impl CommuterPatterns

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pub fn new_state(ctx: &mut EventCtx<'_>, app: &mut App) -> Box<dyn State<App>>

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fn count_per_block(&self, base: &Block) -> Vec<(&Block, usize)>

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fn build_block_drawable<'a>( &self, block_selection: BlockSelection, ctx: &EventCtx<'_>, app: &App, ) -> (Drawable, Option<PanelState<'a>>)

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fn redraw_panel( &mut self, state: Option<&PanelState<'_>>, ctx: &mut EventCtx<'_>, app: &App, )

Trait Implementations§

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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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