abstreet/editor/src/ui.rs

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// Copyright 2018 Google LLC, licensed under http://www.apache.org/licenses/LICENSE-2.0
// TODO this should just be a way to handle interactions between plugins
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use abstutil;
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use colors::{ColorScheme, Colors};
use control::ControlMap;
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use control::{ModifiedStopSign, ModifiedTrafficSignal};
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use ezgui::{shift_color, Canvas, EventLoopMode, GfxCtx, ToggleableLayer, UserInput, GUI};
use flame;
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use geom::Pt2D;
use graphics::types::Color;
use kml;
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use map_model;
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use map_model::IntersectionID;
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use objects::ID;
use piston::input::{Key, MouseCursorEvent};
use piston::window::Size;
use plugins::classification::OsmClassifier;
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use plugins::color_picker::ColorPicker;
use plugins::debug_objects::DebugObjectsState;
use plugins::floodfill::Floodfiller;
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use plugins::follow::FollowState;
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use plugins::geom_validation::Validator;
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use plugins::hider::Hider;
use plugins::road_editor::RoadEditor;
use plugins::search::SearchState;
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use plugins::show_route::ShowRouteState;
use plugins::sim_controls::SimController;
use plugins::steep::SteepnessVisualizer;
use plugins::stop_sign_editor::StopSignEditor;
use plugins::traffic_signal_editor::TrafficSignalEditor;
use plugins::turn_colors::TurnColors;
use plugins::turn_cycler::TurnCyclerState;
use plugins::warp::WarpState;
use render;
use render::Renderable;
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use sim;
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use sim::{AgentID, CarID, CarState, PedestrianID, Sim};
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use std::collections::{HashMap, HashSet};
use std::process;
// TODO ideally these would be tuned kind of dynamically based on rendering speed
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const MIN_ZOOM_FOR_LANES: f64 = 0.15;
const MIN_ZOOM_FOR_PARCELS: f64 = 1.0;
const MIN_ZOOM_FOR_MOUSEOVER: f64 = 1.0;
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const MIN_ZOOM_FOR_LANE_MARKERS: f64 = 5.0;
// Necessary so we can iterate over and run the plugins, which mutably borrow UI.
pub struct UIWrapper {
ui: UI,
plugins: Vec<Box<Fn(&mut UI, &mut UserInput) -> bool>>,
}
impl GUI for UIWrapper {
fn event(&mut self, input: &mut UserInput) -> EventLoopMode {
self.ui.event(input, &self.plugins)
}
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fn draw(&mut self, g: &mut GfxCtx, input: UserInput, window_size: Size) {
// Since self is mut here, we can set window_size on the canvas, but then let the real
// draw() be immutable.
self.ui.canvas.start_drawing(g, window_size);
self.ui.draw(g, input);
}
}
impl UIWrapper {
// nit: lots of this logic could live in UI, if it mattered
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pub fn new(
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load: String,
scenario_name: String,
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rng_seed: Option<u8>,
kml: Option<String>,
) -> UIWrapper {
flame::start("setup");
let (map, edits, control_map, sim) = sim::load(
load,
scenario_name,
rng_seed,
Some(sim::Tick::from_seconds(30)),
);
let extra_shapes = if let Some(path) = kml {
kml::load(&path, &map.get_gps_bounds()).expect("Couldn't load extra KML shapes")
} else {
Vec::new()
};
flame::start("draw_map");
let (draw_map, center_pt) = render::DrawMap::new(&map, &control_map, extra_shapes);
flame::end("draw_map");
flame::end("setup");
flame::dump_stdout();
let steepness_viz = SteepnessVisualizer::new(&map);
let turn_colors = TurnColors::new(&control_map);
let mut ui = UI {
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// TODO organize this by section
map,
draw_map,
control_map,
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sim,
steepness_viz,
turn_colors,
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sim_ctrl: SimController::new(),
show_lanes: ToggleableLayer::new("lanes", Key::D3, Some(MIN_ZOOM_FOR_LANES)),
show_buildings: ToggleableLayer::new("buildings", Key::D1, Some(0.0)),
show_intersections: ToggleableLayer::new(
"intersections",
Key::D2,
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Some(MIN_ZOOM_FOR_LANES),
),
show_parcels: ToggleableLayer::new("parcels", Key::D4, Some(MIN_ZOOM_FOR_PARCELS)),
show_extra_shapes: ToggleableLayer::new(
"extra KML shapes",
Key::D7,
Some(MIN_ZOOM_FOR_LANES),
),
show_all_turn_icons: ToggleableLayer::new("turn icons", Key::D9, None),
debug_mode: ToggleableLayer::new("debug mode", Key::G, None),
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current_selection: None,
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hider: Hider::new(),
debug_objects: DebugObjectsState::new(),
current_search_state: SearchState::Empty,
warp: WarpState::Empty,
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follow: FollowState::Empty,
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show_route: ShowRouteState::Empty,
floodfiller: Floodfiller::new(),
osm_classifier: OsmClassifier::new(),
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traffic_signal_editor: TrafficSignalEditor::new(),
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stop_sign_editor: StopSignEditor::new(),
road_editor: RoadEditor::new(edits),
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color_picker: ColorPicker::new(),
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geom_validator: Validator::new(),
turn_cycler: TurnCyclerState::new(),
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active_plugin: None,
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canvas: Canvas::new(),
cs: ColorScheme::load("color_scheme").unwrap(),
};
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match abstutil::read_json::<EditorState>("editor_state") {
Ok(ref state) if *ui.map.get_name() == state.map_name => {
println!("Loaded previous editor_state");
ui.canvas.cam_x = state.cam_x;
ui.canvas.cam_y = state.cam_y;
ui.canvas.cam_zoom = state.cam_zoom;
ui.control_map
.load_savestate(&state.traffic_signals, &state.stop_signs);
}
_ => {
println!("Couldn't load editor_state or it's for a different map, so just centering initial view");
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ui.canvas.center_on_map_pt(center_pt.x(), center_pt.y());
}
}
let new_zoom = ui.canvas.cam_zoom;
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for layer in ui.toggleable_layers().into_iter() {
layer.handle_zoom(-1.0, new_zoom);
}
UIWrapper {
ui,
plugins: vec![
Box::new(|ui, input| {
ui.traffic_signal_editor.event(
input,
&ui.map,
&mut ui.control_map,
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ui.current_selection,
)
}),
Box::new(|ui, input| {
ui.stop_sign_editor.event(
input,
&ui.map,
&mut ui.control_map,
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ui.current_selection,
)
}),
Box::new(|ui, input| {
ui.road_editor.event(
input,
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ui.current_selection,
&mut ui.map,
&mut ui.draw_map,
&ui.control_map,
&mut ui.sim,
)
}),
Box::new(|ui, input| ui.current_search_state.event(input)),
Box::new(|ui, input| {
ui.warp.event(
input,
&ui.map,
&ui.sim,
&mut ui.canvas,
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&mut ui.current_selection,
)
}),
Box::new(|ui, input| ui.follow.event(input, &ui.map, &ui.sim, &mut ui.canvas)),
Box::new(|ui, input| ui.show_route.event(input, &ui.sim)),
Box::new(|ui, input| ui.color_picker.event(input, &mut ui.canvas, &mut ui.cs)),
Box::new(|ui, input| ui.steepness_viz.event(input)),
Box::new(|ui, input| ui.osm_classifier.event(input)),
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Box::new(|ui, input| ui.hider.event(input, &mut ui.current_selection)),
Box::new(|ui, input| {
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ui.debug_objects.event(
ui.current_selection,
input,
&ui.map,
&mut ui.sim,
&ui.control_map,
)
}),
Box::new(|ui, input| ui.floodfiller.event(&ui.map, input)),
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Box::new(|ui, input| ui.geom_validator.event(input, &mut ui.canvas, &ui.map)),
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Box::new(|ui, input| ui.turn_cycler.event(input, ui.current_selection)),
],
}
}
}
struct UI {
map: map_model::Map,
draw_map: render::DrawMap,
control_map: ControlMap,
sim: Sim,
show_lanes: ToggleableLayer,
show_buildings: ToggleableLayer,
show_intersections: ToggleableLayer,
show_parcels: ToggleableLayer,
show_extra_shapes: ToggleableLayer,
show_all_turn_icons: ToggleableLayer,
debug_mode: ToggleableLayer,
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current_selection: Option<ID>,
hider: Hider,
debug_objects: DebugObjectsState,
current_search_state: SearchState,
warp: WarpState,
follow: FollowState,
show_route: ShowRouteState,
floodfiller: Floodfiller,
steepness_viz: SteepnessVisualizer,
osm_classifier: OsmClassifier,
traffic_signal_editor: TrafficSignalEditor,
stop_sign_editor: StopSignEditor,
road_editor: RoadEditor,
sim_ctrl: SimController,
color_picker: ColorPicker,
geom_validator: Validator,
turn_cycler: TurnCyclerState,
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// An index into UIWrapper.plugins.
active_plugin: Option<usize>,
// Not really a plugin; it doesn't react to anything.
turn_colors: TurnColors,
canvas: Canvas,
// TODO maybe never pass this to other places? Always resolve colors here?
cs: ColorScheme,
}
impl UI {
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fn toggleable_layers(&mut self) -> Vec<&mut ToggleableLayer> {
vec![
&mut self.show_lanes,
&mut self.show_buildings,
&mut self.show_intersections,
&mut self.show_parcels,
&mut self.show_extra_shapes,
&mut self.show_all_turn_icons,
&mut self.debug_mode,
]
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}
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fn mouseover_something(&self) -> Option<ID> {
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let (x, y) = self.canvas.get_cursor_in_map_space();
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let pt = Pt2D::new(x, y);
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let screen_bbox = self.canvas.get_screen_bbox();
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if self.show_extra_shapes.is_enabled() {
for s in &self.draw_map
.get_extra_shapes_onscreen(screen_bbox, &self.hider)
{
if s.contains_pt(pt) {
return Some(ID::ExtraShape(s.id));
}
}
}
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let lanes_onscreen = if self.show_lanes.is_enabled() {
self.draw_map.get_loads_onscreen(screen_bbox, &self.hider)
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} else {
Vec::new()
};
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for l in &lanes_onscreen {
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for c in &self.sim.get_draw_cars_on_lane(l.id, &self.map) {
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if c.contains_pt(pt) {
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return Some(ID::Car(c.id));
}
}
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for p in &self.sim.get_draw_peds_on_lane(l.id, &self.map) {
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if p.contains_pt(pt) {
return Some(ID::Pedestrian(p.id));
}
}
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}
if self.show_intersections.is_enabled() {
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for i in &self.draw_map
.get_intersections_onscreen(screen_bbox, &self.hider)
{
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let show_icons = self.show_icons_for(i.id);
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for t in &self.map.get_i(i.id).turns {
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if show_icons && self.draw_map.get_t(*t).contains_pt(pt) {
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return Some(ID::Turn(*t));
}
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for c in &self.sim.get_draw_cars_on_turn(*t, &self.map) {
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if c.contains_pt(pt) {
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return Some(ID::Car(c.id));
}
}
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for p in &self.sim.get_draw_peds_on_turn(*t, &self.map) {
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if p.contains_pt(pt) {
return Some(ID::Pedestrian(p.id));
}
}
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}
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if i.contains_pt(pt) {
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return Some(ID::Intersection(i.id));
}
}
}
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if self.show_lanes.is_enabled() {
for l in &lanes_onscreen {
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if l.contains_pt(pt) {
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return Some(ID::Lane(l.id));
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}
}
}
if self.show_buildings.is_enabled() {
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for b in &self.draw_map
.get_buildings_onscreen(screen_bbox, &self.hider)
{
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if b.contains_pt(pt) {
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return Some(ID::Building(b.id));
}
}
}
None
}
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fn color_lane(&self, id: map_model::LaneID) -> Color {
let l = self.map.get_l(id);
let mut default = match l.lane_type {
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map_model::LaneType::Driving => self.cs.get(Colors::Road),
map_model::LaneType::Parking => self.cs.get(Colors::Parking),
map_model::LaneType::Sidewalk => self.cs.get(Colors::Sidewalk),
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map_model::LaneType::Biking => self.cs.get(Colors::Biking),
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};
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if l.probably_broken {
default = self.cs.get(Colors::Broken);
}
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// TODO This evaluates all the color methods, which may be expensive. But the option
// chaining is harder to read. :(
vec![
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self.color_for_selected(ID::Lane(l.id)),
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self.show_route.color_l(l.id, &self.cs),
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self.current_search_state.color_l(l, &self.map, &self.cs),
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self.floodfiller.color_l(l, &self.cs),
self.steepness_viz.color_l(&self.map, l),
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self.osm_classifier.color_l(l, &self.map, &self.cs),
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].iter()
.filter_map(|c| *c)
.next()
.unwrap_or(default)
}
fn color_intersection(&self, id: map_model::IntersectionID) -> Color {
let i = self.map.get_i(id);
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let changed = if let Some(s) = self.control_map.traffic_signals.get(&i.id) {
s.changed()
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} else if let Some(s) = self.control_map.stop_signs.get(&i.id) {
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s.changed()
} else {
false
};
let default_color = if changed {
self.cs.get(Colors::ChangedIntersection)
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} else {
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self.cs.get(Colors::UnchangedIntersection)
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};
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self.color_for_selected(ID::Intersection(i.id))
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.unwrap_or(default_color)
}
fn color_turn_icon(&self, id: map_model::TurnID) -> Color {
let t = self.map.get_t(id);
// TODO traffic signal selection logic maybe moves here
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self.color_for_selected(ID::Turn(t.id)).unwrap_or_else(|| {
self.stop_sign_editor
.color_t(t, &self.control_map, &self.cs)
.unwrap_or_else(|| {
self.traffic_signal_editor
.color_t(t, &self.map, &self.control_map, &self.cs)
.unwrap_or_else(|| {
self.turn_colors
.color_t(t)
.unwrap_or(self.cs.get(Colors::TurnIconInactive))
})
})
})
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}
fn color_building(&self, id: map_model::BuildingID) -> Color {
let b = self.map.get_b(id);
vec![
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self.color_for_selected(ID::Building(b.id)),
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self.current_search_state.color_b(b, &self.cs),
self.osm_classifier.color_b(b, &self.cs),
].iter()
.filter_map(|c| *c)
.next()
.unwrap_or(self.cs.get(Colors::Building))
}
// Returns (boundary, fill) color
fn color_parcel(&self, id: map_model::ParcelID) -> Color {
const COLORS: [Color; 14] = [
// TODO these are awful choices
[1.0, 1.0, 0.0, 1.0],
[1.0, 0.0, 1.0, 1.0],
[0.0, 1.0, 1.0, 1.0],
[0.5, 0.2, 0.7, 1.0],
[0.5, 0.5, 0.0, 0.5],
[0.5, 0.0, 0.5, 0.5],
[0.0, 0.5, 0.5, 0.5],
[0.0, 0.0, 0.5, 0.5],
[0.3, 0.2, 0.5, 0.5],
[0.4, 0.2, 0.5, 0.5],
[0.5, 0.2, 0.5, 0.5],
[0.6, 0.2, 0.5, 0.5],
[0.7, 0.2, 0.5, 0.5],
[0.8, 0.2, 0.5, 0.5],
];
let p = self.map.get_p(id);
/*(
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self.cs.get(Colors::ParcelBoundary),
COLORS[p.block % COLORS.len()],
)*/
COLORS[p.block % COLORS.len()]
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}
fn color_car(&self, id: CarID) -> Color {
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if let Some(c) = self.color_for_selected(ID::Car(id)) {
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return c;
}
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// TODO if it's a bus, color it differently -- but how? :\
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match self.sim.get_car_state(id) {
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CarState::Debug => shift_color(self.cs.get(Colors::DebugCar), id.0),
CarState::Moving => shift_color(self.cs.get(Colors::MovingCar), id.0),
CarState::Stuck => shift_color(self.cs.get(Colors::StuckCar), id.0),
CarState::Parked => shift_color(self.cs.get(Colors::ParkedCar), id.0),
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}
}
fn color_ped(&self, id: PedestrianID) -> Color {
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if let Some(c) = self.color_for_selected(ID::Pedestrian(id)) {
return c;
}
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shift_color(self.cs.get(Colors::Pedestrian), id.0)
}
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fn color_for_selected(&self, id: ID) -> Option<Color> {
if Some(id) == self.current_selection {
Some(self.cs.get(Colors::Selected))
} else {
None
}
}
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fn show_icons_for(&self, id: IntersectionID) -> bool {
self.show_all_turn_icons.is_enabled()
|| self.stop_sign_editor.show_turn_icons(id)
|| self.traffic_signal_editor.show_turn_icons(id)
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}
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fn event(
&mut self,
input: &mut UserInput,
plugins: &Vec<Box<Fn(&mut UI, &mut UserInput) -> bool>>,
) -> EventLoopMode {
// First update the camera and handle zoom
let old_zoom = self.canvas.cam_zoom;
self.canvas.handle_event(input.use_event_directly());
let new_zoom = self.canvas.cam_zoom;
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for layer in self.toggleable_layers().into_iter() {
layer.handle_zoom(old_zoom, new_zoom);
}
// Always handle mouseover
if old_zoom >= MIN_ZOOM_FOR_MOUSEOVER && new_zoom < MIN_ZOOM_FOR_MOUSEOVER {
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self.current_selection = None;
}
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if !self.canvas.is_dragging()
&& input.use_event_directly().mouse_cursor_args().is_some()
&& new_zoom >= MIN_ZOOM_FOR_MOUSEOVER
{
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self.current_selection = self.mouseover_something();
}
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// TODO Normally we'd return InputOnly here if there was an active plugin, but actually, we
// want some keys to always be pressable (sim controller stuff, quitting the game?)
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// If there's an active plugin, just run it.
if let Some(idx) = self.active_plugin {
if !plugins[idx](self, input) {
self.active_plugin = None;
}
} else {
// Run each plugin, short-circuiting if the plugin claimed it was active.
for (idx, plugin) in plugins.iter().enumerate() {
if plugin(self, input) {
self.active_plugin = Some(idx);
break;
}
}
}
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let layer_changed = {
let mut changed = false;
for layer in self.toggleable_layers().into_iter() {
if layer.event(input) {
changed = true;
break;
}
}
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changed
};
if layer_changed {
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self.current_selection = self.mouseover_something();
// TODO is it even necessary to update this here? shouldnt all plugins potentilly need
// to know? dont we need to also do this when warp/follow/other things potentially move
// stuff?
self.debug_objects.event(
self.current_selection,
input,
&self.map,
&mut self.sim,
&self.control_map,
);
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return EventLoopMode::InputOnly;
}
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if input.unimportant_key_pressed(Key::I, "Validate map geometry") {
self.geom_validator = Validator::start(&self.draw_map);
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return EventLoopMode::InputOnly;
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}
if input.unimportant_key_pressed(Key::S, "Seed the map with agents") {
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self.sim.small_spawn(&self.map);
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return EventLoopMode::InputOnly;
}
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match self.current_selection {
Some(ID::Car(id)) => {
// TODO not sure if we should debug like this (pushing the bit down to all the
// layers representing an entity) or by using some scary global mutable singleton
if input.unimportant_key_pressed(Key::D, "debug") {
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self.sim.toggle_debug(id);
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return EventLoopMode::InputOnly;
}
if input.key_pressed(Key::A, "start this parked car") {
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self.sim.start_parked_car(&self.map, id);
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return EventLoopMode::InputOnly;
}
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if input.key_pressed(Key::F, "follow this car") {
self.follow = FollowState::FollowingCar(id);
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return EventLoopMode::InputOnly;
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}
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if input.key_pressed(Key::R, "show this car's route") {
self.show_route = ShowRouteState::Active(AgentID::Car(id), HashSet::new());
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return EventLoopMode::InputOnly;
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}
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}
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Some(ID::Pedestrian(id)) => {
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if input.key_pressed(Key::F, "follow this pedestrian") {
self.follow = FollowState::FollowingPedestrian(id);
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return EventLoopMode::InputOnly;
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}
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if input.key_pressed(Key::R, "show this pedestrian's route") {
self.show_route =
ShowRouteState::Active(AgentID::Pedestrian(id), HashSet::new());
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return EventLoopMode::InputOnly;
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}
}
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Some(ID::Lane(id)) => {
if input.key_pressed(Key::F, "start floodfilling from this lane") {
self.floodfiller = Floodfiller::start(id);
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return EventLoopMode::InputOnly;
}
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if self.map.get_l(id).is_sidewalk()
&& input.key_pressed(Key::A, "spawn a pedestrian here")
{
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self.sim.spawn_pedestrian(&self.map, id);
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return EventLoopMode::InputOnly;
}
}
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Some(ID::Intersection(id)) => {
if self.control_map.traffic_signals.contains_key(&id) {
if input.key_pressed(Key::E, &format!("edit traffic signal for {:?}", id)) {
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self.traffic_signal_editor = TrafficSignalEditor::start(id);
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return EventLoopMode::InputOnly;
}
}
if self.control_map.stop_signs.contains_key(&id) {
if input.key_pressed(Key::E, &format!("edit stop sign for {:?}", id)) {
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self.stop_sign_editor = StopSignEditor::start(id);
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return EventLoopMode::InputOnly;
}
}
}
_ => {}
}
if input.unimportant_key_pressed(Key::Escape, "quit") {
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let state = EditorState {
map_name: self.map.get_name().clone(),
cam_x: self.canvas.cam_x,
cam_y: self.canvas.cam_y,
cam_zoom: self.canvas.cam_zoom,
traffic_signals: self.control_map.get_traffic_signals_savestate(),
stop_signs: self.control_map.get_stop_signs_savestate(),
};
// TODO maybe make state line up with the map, so loading from a new map doesn't break
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abstutil::write_json("editor_state", &state).expect("Saving editor_state failed");
abstutil::write_json("color_scheme", &self.cs).expect("Saving color_scheme failed");
abstutil::write_json("road_edits.json", self.road_editor.get_edits())
.expect("Saving road_edits.json failed");
println!("Saved editor_state, color_scheme, and road_edits.json");
process::exit(0);
}
// Sim controller plugin is kind of always active? If nothing else ran, let it use keys.
self.sim_ctrl
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.event(input, &self.map, &self.control_map, &mut self.sim)
}
fn draw(&self, g: &mut GfxCtx, input: UserInput) {
g.clear(self.cs.get(Colors::Background));
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let screen_bbox = self.canvas.get_screen_bbox();
if self.show_parcels.is_enabled() {
for p in &self.draw_map.get_parcels_onscreen(screen_bbox) {
p.draw(g, self.color_parcel(p.id), &self.cs);
}
}
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let lanes_onscreen = if self.show_lanes.is_enabled() {
self.draw_map.get_loads_onscreen(screen_bbox, &self.hider)
} else {
Vec::new()
};
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for l in &lanes_onscreen {
l.draw(g, self.color_lane(l.id), &self.cs);
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if self.canvas.cam_zoom >= MIN_ZOOM_FOR_LANE_MARKERS {
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l.draw_detail(g, &self.cs);
}
if self.debug_mode.is_enabled() {
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l.draw_debug(g, &self.canvas, &self.cs, self.map.get_l(l.id));
}
}
if self.show_intersections.is_enabled() {
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for i in &self.draw_map
.get_intersections_onscreen(screen_bbox, &self.hider)
{
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i.draw(g, self.color_intersection(i.id), &self.cs);
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let show_icons = self.show_icons_for(i.id);
for t in &self.map.get_i(i.id).turns {
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if show_icons {
self.draw_map
.get_t(*t)
.draw(g, self.color_turn_icon(*t), &self.cs);
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}
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for c in &self.sim.get_draw_cars_on_turn(*t, &self.map) {
c.draw(g, self.color_car(c.id));
}
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for p in &self.sim.get_draw_peds_on_turn(*t, &self.map) {
p.draw(g, self.color_ped(p.id));
}
}
}
}
// Building paths overlap sidewalks and also other buildings, so do separate layers
// TODO but pedestrians will then walk through buildings; the front paths should ideally
// zig-zag around if possible
if self.show_buildings.is_enabled() {
for b in &self.draw_map
.get_buildings_onscreen(screen_bbox, &self.hider)
{
b.draw_front_path(g, self.cs.get(Colors::BuildingPath));
}
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for b in &self.draw_map
.get_buildings_onscreen(screen_bbox, &self.hider)
{
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b.draw(
g,
self.color_building(b.id),
&self.cs,
//self.cs.get(Colors::BuildingBoundary),
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);
}
}
for l in &lanes_onscreen {
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for c in &self.sim.get_draw_cars_on_lane(l.id, &self.map) {
c.draw(g, self.color_car(c.id));
}
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for p in &self.sim.get_draw_peds_on_lane(l.id, &self.map) {
p.draw(g, self.color_ped(p.id));
}
}
if self.show_extra_shapes.is_enabled() {
for s in &self.draw_map
.get_extra_shapes_onscreen(screen_bbox, &self.hider)
{
// TODO no separate color method?
s.draw(
g,
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self.color_for_selected(ID::ExtraShape(s.id))
.unwrap_or(self.cs.get(Colors::ExtraShape)),
&self.cs,
);
}
}
self.turn_cycler.draw(
&self.map,
&self.draw_map,
&self.control_map,
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&self.sim,
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&self.cs,
g,
);
self.debug_objects
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.draw(&self.map, &self.canvas, &self.draw_map, &self.sim, g);
self.color_picker.draw(&self.canvas, g);
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let mut osd_lines = self.sim_ctrl.get_osd_lines(&self.sim);
let action_lines = input.get_possible_actions();
if !action_lines.is_empty() {
osd_lines.push(String::from(""));
osd_lines.extend(action_lines);
}
let search_lines = self.current_search_state.get_osd_lines();
if !search_lines.is_empty() {
osd_lines.push(String::from(""));
osd_lines.extend(search_lines);
}
let warp_lines = self.warp.get_osd_lines();
if !warp_lines.is_empty() {
osd_lines.push(String::from(""));
osd_lines.extend(warp_lines);
}
self.canvas.draw_osd_notification(g, &osd_lines);
}
}
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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 traffic_signals: HashMap<IntersectionID, ModifiedTrafficSignal>,
pub stop_signs: HashMap<IntersectionID, ModifiedStopSign>,
}