pub struct UiState {
pub mode: Mode,
pub zoom_idx: usize,
pub running: bool,
pub last_mouse_pos: Option<(u16, u16)>,
pub tree_render: TreeRenderState,
pub prestige_confirm_pending: bool,
}Expand description
State that lives on the input/render side of the boundary, not on the sim. Persistence-wise: not serialized, recreated fresh on each launch.
Fields§
§mode: Mode§zoom_idx: usize§running: bool§last_mouse_pos: Option<(u16, u16)>§tree_render: TreeRenderState§prestige_confirm_pending: boolTrue after the player invoked the prestige-reset trigger
(keyboard [r] or click on the "Press [r]..." line) but
has not yet confirmed. While set, the Prestige panel shows
a yes/no confirmation block instead of the bare hint, and the
[r] / Yes-button paths run the actual reset. Cleared on
successful reset, on No-button / Esc / [n], and on any
mode change away from Prestige.
Implementations§
Trait Implementations§
Auto Trait Implementations§
impl Freeze for UiState
impl RefUnwindSafe for UiState
impl Send for UiState
impl Sync for UiState
impl Unpin for UiState
impl UnsafeUnpin for UiState
impl UnwindSafe for UiState
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
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more