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MinsweeperGame

Struct MinsweeperGame 

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pub struct MinsweeperGame<S: Solver = Box<dyn Solver>, OnWin: Fn() = Box<dyn Fn()>, OnLose: Fn() = Box<dyn Fn()>> { /* private fields */ }

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impl<S: Solver, OnWin: Fn(), OnLose: Fn()> MinsweeperGame<S, OnWin, OnLose>

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pub fn new(board_size: BoardSize, on_win: OnWin, on_lose: OnLose) -> Self

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pub fn start_with_solver(&mut self, solver: S) -> &GameState

Auto Trait Implementations§

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impl<S, OnWin, OnLose> Freeze for MinsweeperGame<S, OnWin, OnLose>
where OnWin: Freeze, OnLose: Freeze, S: Freeze,

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impl<S, OnWin, OnLose> RefUnwindSafe for MinsweeperGame<S, OnWin, OnLose>
where OnWin: RefUnwindSafe, OnLose: RefUnwindSafe, S: RefUnwindSafe,

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impl<S, OnWin, OnLose> Send for MinsweeperGame<S, OnWin, OnLose>
where OnWin: Send, OnLose: Send, S: Send,

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impl<S, OnWin, OnLose> Sync for MinsweeperGame<S, OnWin, OnLose>
where OnWin: Sync, OnLose: Sync, S: Sync,

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impl<S, OnWin, OnLose> Unpin for MinsweeperGame<S, OnWin, OnLose>
where OnWin: Unpin, OnLose: Unpin, S: Unpin,

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impl<S, OnWin, OnLose> UnwindSafe for MinsweeperGame<S, OnWin, OnLose>
where OnWin: UnwindSafe, OnLose: UnwindSafe, S: UnwindSafe,

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impl<T> Actionable for T
where T: Minsweeper + ?Sized,

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fn action(&mut self, action: Action) -> Result<&GameState, &GameState>

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Minsweeper for T
where T: InternalMinsweeper + ?Sized,

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fn start(&mut self) -> &GameState

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fn gamestate(&self) -> &GameState

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fn reveal(&mut self, point: (usize, usize)) -> Result<&GameState, &GameState>

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fn clear_around( &mut self, point: (usize, usize), ) -> Result<&GameState, &GameState>

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fn set_flagged( &mut self, point: (usize, usize), flagged: bool, ) -> Result<&GameState, &GameState>

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fn toggle_flag(&mut self, point: Point) -> Result<&GameState, &GameState>

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fn left_click(&mut self, point: Point) -> Result<&GameState, &GameState>

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fn right_click(&mut self, point: Point) -> Result<&GameState, &GameState>

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.