abstreet/editor/src/ui.rs

429 lines
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Rust
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use crate::helpers::{ColorScheme, ID};
use crate::render::{
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draw_vehicle, AgentCache, DrawCtx, DrawMap, DrawOptions, DrawPedestrian, Renderable,
MIN_ZOOM_FOR_DETAIL,
};
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use abstutil;
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use abstutil::MeasureMemory;
use ezgui::{Color, EventCtx, GfxCtx, Prerender};
use geom::{Bounds, Circle, Distance, Duration};
use map_model::{Map, Traversable};
use serde_derive::{Deserialize, Serialize};
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use sim::{GetDrawAgents, Sim, SimFlags};
use structopt::StructOpt;
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// TODO Collapse stuff!
pub struct UI {
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pub primary: PerMapUI,
pub cs: ColorScheme,
}
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impl UI {
pub fn new(flags: Flags, ctx: &mut EventCtx) -> UI {
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let cs = ColorScheme::load().unwrap();
UI {
primary: PerMapUI::new(flags, &cs, ctx),
cs,
}
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}
pub fn draw(
&self,
g: &mut GfxCtx,
opts: DrawOptions,
source: &GetDrawAgents,
show_objs: &ShowObject,
) {
let ctx = DrawCtx {
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cs: &self.cs,
map: &self.primary.map,
draw_map: &self.primary.draw_map,
sim: &self.primary.sim,
};
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()) {
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 (moving, waiting) = self.primary.sim.get_unzoomed_polygons(&self.primary.map);
g.draw_polygons(self.cs.get_def("moving blob of cars", Color::CYAN), &moving);
g.draw_polygons(
self.cs.get_def("waiting blob of cars", Color::RED),
&waiting,
);
} 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 {
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;
}
}
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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obj.draw(g, &opts, &ctx);
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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);
}
}
// 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 handle_mouseover(
&self,
ctx: &mut EventCtx,
source: &GetDrawAgents,
show_objs: &ShowObject,
debug_areas: bool,
) -> Option<ID> {
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if !ctx.canvas.is_dragging() && ctx.input.get_moved_mouse().is_some() {
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// Unzoomed mode. Ignore when debugging areas.
if ctx.canvas.cam_zoom < MIN_ZOOM_FOR_DETAIL && !debug_areas {
return None;
}
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,
);
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objects.reverse();
for obj in objects {
// In unzoomed mode, can only mouseover areas
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match obj.get_id() {
ID::Area(_) => {
if !debug_areas {
continue;
}
}
// Never mouseover these
ID::Road(_) => {
continue;
}
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_ => {
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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}
return None;
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}
if ctx.input.window_lost_cursor() {
return None;
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}
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self.primary.current_selection
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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: &GetDrawAgents,
show_objs: &ShowObject,
) -> Vec<Box<&'a Renderable>> {
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let map = &self.primary.map;
let draw_map = &self.primary.draw_map;
let mut areas: Vec<Box<&Renderable>> = Vec::new();
let mut lanes: Vec<Box<&Renderable>> = Vec::new();
let mut roads: Vec<Box<&Renderable>> = Vec::new();
let mut intersections: Vec<Box<&Renderable>> = Vec::new();
let mut buildings: Vec<Box<&Renderable>> = Vec::new();
let mut extra_shapes: Vec<Box<&Renderable>> = Vec::new();
let mut bus_stops: Vec<Box<&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(Box::new(draw_map.get_a(id))),
ID::Lane(id) => {
lanes.push(Box::new(draw_map.get_l(id)));
agents_on.push(Traversable::Lane(id));
for bs in &map.get_l(id).bus_stops {
bus_stops.push(Box::new(draw_map.get_bs(*bs)));
}
}
ID::Road(id) => {
roads.push(Box::new(draw_map.get_r(id)));
}
ID::Intersection(id) => {
intersections.push(Box::new(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(Box::new(draw_map.get_b(id))),
ID::ExtraShape(id) => extra_shapes.push(Box::new(draw_map.get_es(id))),
ID::BusStop(_) | ID::Turn(_) | ID::Car(_) | ID::Pedestrian(_) | ID::Trip(_) => {
panic!("{:?} shouldn't be in the quadtree", id)
}
}
}
// From background to foreground Z-order
let mut borrows: Vec<Box<&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.
{
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let time = source.time();
let step_count = source.step_count();
for on in &agents_on {
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if !agents.has(time, *on) {
let mut list: Vec<Box<Renderable>> = Vec::new();
for c in source.get_draw_cars(*on, map).into_iter() {
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list.push(draw_vehicle(c, map, prerender, &self.cs));
}
for p in source.get_draw_peds(*on, map).into_iter() {
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list.push(Box::new(DrawPedestrian::new(
p, step_count, map, prerender, &self.cs,
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)));
}
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agents.put(time, *on, list);
}
}
}
for on in agents_on {
for obj in agents.get(on) {
borrows.push(obj);
}
}
// This is a stable sort.
borrows.sort_by_key(|r| r.get_zorder());
borrows
}
}
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#[derive(Serialize, Deserialize, Debug)]
pub struct EditorState {
pub map_name: String,
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pub cam_x: f64,
pub cam_y: f64,
pub cam_zoom: f64,
}
pub struct ShowLayers {
pub show_buildings: bool,
pub show_intersections: bool,
pub show_lanes: bool,
pub show_areas: bool,
pub show_extra_shapes: bool,
pub geom_debug_mode: bool,
}
impl ShowLayers {
pub fn new() -> ShowLayers {
ShowLayers {
show_buildings: true,
show_intersections: true,
show_lanes: true,
show_areas: true,
show_extra_shapes: true,
geom_debug_mode: 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(StructOpt, Debug, Clone)]
#[structopt(name = "editor")]
pub struct Flags {
#[structopt(flatten)]
pub sim_flags: SimFlags,
/// Extra KML or ExtraShapes to display
#[structopt(long = "kml")]
pub kml: Option<String>,
// TODO Ideally these'd be phrased positively, but can't easily make them default to true.
/// Should lane markings be drawn? Sometimes they eat too much GPU memory.
#[structopt(long = "dont_draw_lane_markings")]
pub dont_draw_lane_markings: bool,
/// Enable cpuprofiler?
#[structopt(long = "enable_profiler")]
pub enable_profiler: bool,
/// Number of agents to generate when requested. If unspecified, trips to/from borders will be
/// included.
#[structopt(long = "num_agents")]
pub num_agents: Option<usize>,
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/// Don't start with the splash screen and menu
#[structopt(long = "no_splash")]
pub no_splash: bool,
}
// 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,
}
impl PerMapUI {
pub fn new(flags: Flags, cs: &ColorScheme, ctx: &mut EventCtx) -> PerMapUI {
let (map, sim, draw_map) = ctx.loading_screen(|ctx, timer| {
let mut mem = MeasureMemory::new();
let (map, sim, _) = flags.sim_flags.load(Some(Duration::seconds(30.0)), timer);
mem.reset("Map and Sim", timer);
timer.start("draw_map");
let draw_map = DrawMap::new(&map, &flags, cs, ctx.prerender, timer);
timer.stop("draw_map");
mem.reset("DrawMap", timer);
(map, sim, draw_map)
});
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PerMapUI {
map,
draw_map,
sim,
current_selection: None,
current_flags: flags.clone(),
}
}
pub fn reset_sim(&mut self) {
// TODO savestate_every gets lost
self.sim = Sim::new(
&self.map,
self.current_flags.sim_flags.run_name.clone(),
None,
);
}
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}