Struct GameData

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pub struct GameData {
    map: Option<GameMap>,
    localizer: Localizer,
    title_province_map: HashMap<u32, Rc<str>>,
}

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§map: Option<GameMap>§localizer: Localizer§title_province_map: HashMap<u32, Rc<str>>

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impl GameData

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pub fn get_map(&self) -> Option<&GameMap>

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pub fn get_localizer(&self) -> &Localizer

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pub fn lookup_title(&self, id: &u32) -> Option<Rc<str>>

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impl Localize<Rc<str>> for GameData

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fn lookup<K: AsRef<str>>(&self, key: K) -> Option<Rc<str>>

A simple function that looks up raw value associated with the given localization key
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fn is_empty(&self) -> bool

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fn localize<K: AsRef<str>>(&self, key: K) -> Result<T, LocalizationError>

A simple localization function that will return the localized string. It assumes that the key is not complex and does not require any special handling.
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fn localize_provider<K: AsRef<str>>( &self, key: K, provider: &str, value: &str, ) -> Result<T, LocalizationError>

A localization function that will return the localized string. It assumes a more complex key, resolving $provider$ into the value. More complex keys will not be resolved.
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fn localize_query<K: AsRef<str>, S: AsRef<str>, F: Fn(&Vec<(String, Vec<String>)>) -> Option<S>>( &self, key: K, query: F, ) -> Result<T, LocalizationError>

A localization function that will return the localized string. It allows for complete control over the complex key resolution. Every time a $key$ or [function(arg)] is encountered, the query function will be called. The query function should return the value in accordance to the provided stack, or None if the value is not found. Whether None causes an error or not is up to the implementation.
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impl Serialize for GameData

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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