abstreet/game/src/ui.rs

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Rust
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use crate::common::Overlays;
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use crate::helpers::{ColorScheme, ID};
use crate::obj_actions::PerObjectActions;
use crate::options::Options;
use crate::render::{
AgentCache, AgentColorScheme, DrawCtx, DrawMap, DrawOptions, Renderable, MIN_ZOOM_FOR_DETAIL,
};
use crate::sandbox::TutorialState;
use abstutil::{MeasureMemory, Timer};
use ezgui::{Color, EventCtx, GfxCtx, Prerender, TextureType};
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use geom::{Bounds, Circle, Distance, Pt2D};
use map_model::{Map, Traversable};
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use rand::seq::SliceRandom;
use sim::{Analytics, GetDrawAgents, Sim, SimFlags};
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pub struct UI {
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pub primary: PerMapUI,
// Invariant: This is Some(...) iff we're in A/B test mode or a sub-state.
pub secondary: Option<PerMapUI>,
// Only exists in some gameplay modes. Must be carefully reset otherwise.
prebaked: Option<Analytics>,
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pub cs: ColorScheme,
// TODO This is a bit weird to keep here; it's controlled almost entirely by the minimap panel.
// It has no meaning in edit mode.
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pub agent_cs: AgentColorScheme,
pub opts: Options,
pub per_obj: PerObjectActions,
pub overlay: Overlays,
// Static data that lasts the entire session. Use sparingly.
pub session: SessionState,
}
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impl UI {
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pub fn new(flags: Flags, opts: Options, ctx: &mut EventCtx, splash: bool) -> UI {
let cs = ColorScheme::load(opts.color_scheme.clone());
let primary = ctx.loading_screen("load map", |ctx, mut timer| {
ctx.set_textures(
vec![
("assets/pregame/challenges.png", TextureType::Stretch),
("assets/pregame/logo.png", TextureType::Stretch),
],
&mut timer,
);
PerMapUI::new(flags, &cs, ctx, &mut timer)
});
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let mut rng = primary.current_flags.sim_flags.make_rng();
let rand_focus_pt = primary
.map
.all_buildings()
.choose(&mut rng)
.and_then(|b| ID::Building(b.id).canonical_point(&primary))
.or_else(|| {
primary
.map
.all_lanes()
.choose(&mut rng)
.and_then(|l| ID::Lane(l.id).canonical_point(&primary))
})
.expect("Can't get canonical_point of a random building or lane");
let bounds = primary.map.get_bounds();
ctx.canvas.map_dims = (bounds.width(), bounds.height());
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if splash {
ctx.canvas.center_on_map_pt(rand_focus_pt);
} else {
if !ctx.canvas.load_camera_state(primary.map.get_name()) {
println!("Couldn't load camera state, just focusing on an arbitrary building");
ctx.canvas.center_on_map_pt(rand_focus_pt);
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}
}
UI {
primary,
secondary: None,
prebaked: None,
agent_cs: AgentColorScheme::default(&cs),
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cs,
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opts,
per_obj: PerObjectActions::new(),
overlay: Overlays::Inactive,
session: SessionState::empty(),
}
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}
pub fn has_prebaked(&self) -> bool {
self.prebaked.is_some()
}
pub fn prebaked(&self) -> &Analytics {
self.prebaked.as_ref().unwrap()
}
pub fn set_prebaked(&mut self, prebaked: Option<Analytics>) {
self.prebaked = prebaked;
}
pub fn switch_map(&mut self, ctx: &mut EventCtx, load: String) {
ctx.canvas.save_camera_state(self.primary.map.get_name());
let mut flags = self.primary.current_flags.clone();
flags.sim_flags.load = load;
let session = std::mem::replace(&mut self.session, SessionState::empty());
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*self = UI::new(flags, self.opts.clone(), ctx, false);
self.session = session;
}
pub fn draw_ctx(&self) -> DrawCtx<'_> {
DrawCtx {
cs: &self.cs,
map: &self.primary.map,
draw_map: &self.primary.draw_map,
sim: &self.primary.sim,
opts: &self.opts,
}
}
pub fn draw(
&self,
g: &mut GfxCtx,
opts: DrawOptions,
source: &dyn GetDrawAgents,
show_objs: &dyn ShowObject,
) {
let ctx = self.draw_ctx();
let mut sample_intersection: Option<String> = None;
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g.clear(self.cs.get_def("true background", Color::BLACK));
g.redraw(&self.primary.draw_map.boundary_polygon);
if g.canvas.cam_zoom < MIN_ZOOM_FOR_DETAIL && !g.is_screencap() {
// Unzoomed mode
let layers = show_objs.layers();
if layers.show_areas {
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g.redraw(&self.primary.draw_map.draw_all_areas);
}
if layers.show_lanes {
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g.redraw(&self.primary.draw_map.draw_all_thick_roads);
}
if layers.show_intersections {
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g.redraw(&self.primary.draw_map.draw_all_unzoomed_intersections);
}
if layers.show_buildings {
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g.redraw(&self.primary.draw_map.draw_all_buildings);
}
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if layers.show_extra_shapes {
for es in &self.primary.draw_map.extra_shapes {
if show_objs.show(&es.get_id()) {
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es.draw(g, &opts, &ctx);
}
}
}
// Still show area/extra shape selection when zoomed out.
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if let Some(ID::Area(id)) = self.primary.current_selection {
g.draw_polygon(
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self.cs.get("selected"),
&ctx.draw_map.get_a(id).get_outline(&ctx.map),
);
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} else if let Some(ID::ExtraShape(id)) = self.primary.current_selection {
g.draw_polygon(
self.cs.get("selected"),
&ctx.draw_map.get_es(id).get_outline(&ctx.map),
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);
}
let mut cache = self.primary.draw_map.agents.borrow_mut();
cache.draw_unzoomed_agents(
source,
&self.primary.map,
&self.agent_cs,
g,
g.canvas.cam_zoom,
Distance::meters(10.0),
);
} else {
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let mut cache = self.primary.draw_map.agents.borrow_mut();
let objects = self.get_renderables_back_to_front(
g.get_screen_bounds(),
&g.prerender,
&mut cache,
source,
show_objs,
);
let mut drawn_all_buildings = false;
let mut drawn_all_areas = false;
for obj in objects {
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obj.draw(g, &opts, &ctx);
match obj.get_id() {
ID::Building(_) => {
if !drawn_all_buildings {
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g.redraw(&self.primary.draw_map.draw_all_buildings);
drawn_all_buildings = true;
}
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}
ID::Area(_) => {
if !drawn_all_areas {
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g.redraw(&self.primary.draw_map.draw_all_areas);
drawn_all_areas = true;
}
}
_ => {}
};
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if self.primary.current_selection == Some(obj.get_id()) {
g.draw_polygon(
self.cs.get_def("selected", Color::RED.alpha(0.7)),
&obj.get_outline(&ctx.map),
);
}
if g.is_screencap() && sample_intersection.is_none() {
if let ID::Intersection(id) = obj.get_id() {
sample_intersection = Some(format!("_i{}", id.0));
}
}
}
}
if let Some(i) = sample_intersection {
g.set_screencap_naming_hint(i);
}
}
// Assumes some defaults.
pub fn recalculate_current_selection(&mut self, ctx: &EventCtx) {
self.primary.current_selection =
self.calculate_current_selection(ctx, &self.primary.sim, &ShowEverything::new(), false);
}
// Because we have to sometimes borrow part of self for GetDrawAgents, this just returns the
// Option<ID> that the caller should assign. When this monolithic UI nonsense is dismantled,
// this weirdness goes away.
pub fn calculate_current_selection(
&self,
ctx: &EventCtx,
source: &dyn GetDrawAgents,
show_objs: &dyn ShowObject,
debug_mode: bool,
) -> Option<ID> {
// Unzoomed mode. Ignore when debugging areas and extra shapes.
if ctx.canvas.cam_zoom < MIN_ZOOM_FOR_DETAIL && !debug_mode {
return None;
}
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let pt = ctx.canvas.get_cursor_in_map_space()?;
let mut cache = self.primary.draw_map.agents.borrow_mut();
let mut objects = self.get_renderables_back_to_front(
Circle::new(pt, Distance::meters(3.0)).get_bounds(),
ctx.prerender,
&mut cache,
source,
show_objs,
);
objects.reverse();
for obj in objects {
// In unzoomed mode, can only mouseover areas
match obj.get_id() {
ID::Area(_) | ID::ExtraShape(_) => {
if !debug_mode {
continue;
}
}
// Never mouseover these
ID::Road(_) => {
continue;
}
_ => {
if ctx.canvas.cam_zoom < MIN_ZOOM_FOR_DETAIL {
continue;
}
}
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}
if obj.contains_pt(pt, &self.primary.map) {
return Some(obj.get_id());
}
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}
None
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}
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// TODO This could probably belong to DrawMap again, but it's annoying to plumb things that
// State does, like show_icons_for() and show().
fn get_renderables_back_to_front<'a>(
&'a self,
bounds: Bounds,
prerender: &Prerender,
agents: &'a mut AgentCache,
source: &dyn GetDrawAgents,
show_objs: &dyn ShowObject,
) -> Vec<&'a (dyn Renderable + 'a)> {
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let map = &self.primary.map;
let draw_map = &self.primary.draw_map;
let mut areas: Vec<&dyn Renderable> = Vec::new();
let mut lanes: Vec<&dyn Renderable> = Vec::new();
let mut roads: Vec<&dyn Renderable> = Vec::new();
let mut intersections: Vec<&dyn Renderable> = Vec::new();
let mut buildings: Vec<&dyn Renderable> = Vec::new();
let mut extra_shapes: Vec<&dyn Renderable> = Vec::new();
let mut bus_stops: Vec<&dyn Renderable> = Vec::new();
let mut agents_on: Vec<Traversable> = Vec::new();
for id in draw_map.get_matching_objects(bounds) {
if !show_objs.show(&id) {
continue;
}
match id {
ID::Area(id) => areas.push(draw_map.get_a(id)),
ID::Lane(id) => {
lanes.push(draw_map.get_l(id));
agents_on.push(Traversable::Lane(id));
for bs in &map.get_l(id).bus_stops {
bus_stops.push(draw_map.get_bs(*bs));
}
}
ID::Road(id) => {
roads.push(draw_map.get_r(id));
}
ID::Intersection(id) => {
intersections.push(draw_map.get_i(id));
for t in &map.get_i(id).turns {
agents_on.push(Traversable::Turn(*t));
}
}
// TODO front paths will get drawn over buildings, depending on quadtree order.
// probably just need to make them go around other buildings instead of having
// two passes through buildings.
ID::Building(id) => buildings.push(draw_map.get_b(id)),
ID::ExtraShape(id) => extra_shapes.push(draw_map.get_es(id)),
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ID::BusStop(_)
| ID::Turn(_)
| ID::Car(_)
| ID::Pedestrian(_)
| ID::PedCrowd(_)
| ID::Trip(_) => panic!("{:?} shouldn't be in the quadtree", id),
}
}
// From background to foreground Z-order
let mut borrows: Vec<&dyn Renderable> = Vec::new();
borrows.extend(areas);
borrows.extend(lanes);
borrows.extend(roads);
borrows.extend(intersections);
borrows.extend(buildings);
borrows.extend(extra_shapes);
borrows.extend(bus_stops);
// Expand all of the Traversables into agents, populating the cache if needed.
{
for on in &agents_on {
agents.populate_if_needed(*on, map, source, &self.cs, prerender);
}
}
for on in agents_on {
for obj in agents.get(on) {
borrows.push(obj);
}
}
// This is a stable sort.
borrows.sort_by_key(|x| x.get_zorder());
borrows
}
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}
pub struct ShowLayers {
pub show_buildings: bool,
pub show_intersections: bool,
pub show_lanes: bool,
pub show_areas: bool,
pub show_extra_shapes: bool,
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pub show_labels: bool,
}
impl ShowLayers {
pub fn new() -> ShowLayers {
ShowLayers {
show_buildings: true,
show_intersections: true,
show_lanes: true,
show_areas: true,
show_extra_shapes: true,
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show_labels: false,
}
}
}
pub trait ShowObject {
fn show(&self, obj: &ID) -> bool;
fn layers(&self) -> &ShowLayers;
}
pub struct ShowEverything {
layers: ShowLayers,
}
impl ShowEverything {
pub fn new() -> ShowEverything {
ShowEverything {
layers: ShowLayers::new(),
}
}
}
impl ShowObject for ShowEverything {
fn show(&self, _: &ID) -> bool {
true
}
fn layers(&self) -> &ShowLayers {
&self.layers
}
}
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#[derive(Clone)]
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pub struct Flags {
pub sim_flags: SimFlags,
pub kml: Option<String>,
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pub draw_lane_markings: bool,
// Number of agents to generate when requested. If unspecified, trips to/from borders will be
// included.
pub num_agents: Option<usize>,
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}
// All of the state that's bound to a specific map+edit has to live here.
pub struct PerMapUI {
pub map: Map,
pub draw_map: DrawMap,
pub sim: Sim,
pub current_selection: Option<ID>,
pub current_flags: Flags,
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pub last_warped_from: Option<(Pt2D, f64)>,
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}
impl PerMapUI {
pub fn new(flags: Flags, cs: &ColorScheme, ctx: &mut EventCtx, timer: &mut Timer) -> PerMapUI {
let mut mem = MeasureMemory::new();
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let (map, sim, _) = flags.sim_flags.load(timer);
mem.reset("Map and Sim", timer);
timer.start("draw_map");
let draw_map = DrawMap::new(&map, &flags, cs, ctx, timer);
timer.stop("draw_map");
mem.reset("DrawMap", timer);
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PerMapUI {
map,
draw_map,
sim,
current_selection: None,
current_flags: flags.clone(),
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last_warped_from: None,
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}
}
// Returns whatever was there
pub fn clear_sim(&mut self) -> Sim {
std::mem::replace(
&mut self.sim,
Sim::new(
&self.map,
self.current_flags.sim_flags.opts.clone(),
&mut Timer::new("reset simulation"),
),
)
}
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}
pub struct SessionState {
pub tutorial: Option<TutorialState>,
}
impl SessionState {
pub fn empty() -> SessionState {
SessionState { tutorial: None }
}
}