Struct VizConfig
pub struct VizConfig {
pub screen_top_left: [i32; 2],
pub screen_size: [i32; 2],
pub in_game_render_mode: InGameRenderMode,
pub show_in_game_overlays: bool,
pub camera: Camera,
pub show_camera_focus: bool,
pub object_cull: ObjectCull,
pub surface_mode: SurfaceMode,
pub wall_hitbox_radius: f32,
pub highlighted_surfaces: HashSet<usize>,
pub transparent_surfaces: HashSet<usize>,
pub elements: Vec<Element>,
}
Fields§
§screen_top_left: [i32; 2]
§screen_size: [i32; 2]
§in_game_render_mode: InGameRenderMode
§show_in_game_overlays: bool
§camera: Camera
§show_camera_focus: bool
§object_cull: ObjectCull
§surface_mode: SurfaceMode
§wall_hitbox_radius: f32
§highlighted_surfaces: HashSet<usize>
§transparent_surfaces: HashSet<usize>
§elements: Vec<Element>
Trait Implementations§
§impl<'de> Deserialize<'de> for VizConfig
impl<'de> Deserialize<'de> for VizConfig
§fn deserialize<__D>(
__deserializer: __D,
) -> Result<VizConfig, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<VizConfig, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
§impl Serialize for VizConfig
impl Serialize for VizConfig
§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Serialize this value into the given Serde serializer. Read more
impl StructuralPartialEq for VizConfig
Auto Trait Implementations§
impl Freeze for VizConfig
impl RefUnwindSafe for VizConfig
impl Send for VizConfig
impl Sync for VizConfig
impl Unpin for VizConfig
impl UnwindSafe for VizConfig
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