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grouping UI state that's bound to a certain map+edits
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@ -278,6 +278,16 @@ Alright, I think this is the sequence of things to do:
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2) make it possible to completely reload UI and everything from scratch, from a plugin. rationale: it'd be nice to switch maps from inside the editor anyway. not necessary, but useful.
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3) make road edits propogate correctly, and somehow have a strategy for ensuring nothing is forgotten. impl today is VERY incomplete.
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Thinking about this again now that we need two copies of everything to be alive at a time and switch between them...
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- very tied together: map, control map, draw map, sim
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- current selection is UI state that has to refresh when changing maps
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- which plugins have state tied to the map?
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- have a method on UI to switch map+edits? no, dont want to reload all this stuff every time...
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- bundle that state together, including the plugins!
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- make the existing 'load new edits' thing use this new mechanism
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- then go back to managing a second sim...
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## Rendering a map differently
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For "Project Halloween", I want to draw the map model in a very different
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@ -298,3 +308,48 @@ So, try adding the quadtree for roads and buildings (diff quadtrees or one
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unified? hmm) and see what looks common. Remember we could use quadtrees in map
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model construction for building/sidewalk pruning, but there's the awkwardness
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of quadtrees _kind of_ being a UI concept.
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## Side-by-side
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What should this feature do? Is it easier to watch two maps side-by-side moving
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in lockstep, with the same camera? Or would a ghostly trace overlay on one map
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be easier to understand? The use cases:
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- Glancing at a vague overview of how the two runs are doing. Watching graphs
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side-by-side might even be more useful here. But for a zoomed out view,
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side-by-side with reasonably clear pockets of color (weather model style,
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almost) seems nice.
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- Detailed inspection of a fixed area. Side-by-side view with full detail seems
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nice.
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- Detailed inspection of a specific agent, following it. Side-by-side would
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have to trace it in both canvases.
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- Looking for differences... what are these? For a single agent, wanting to
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know are they farther along their journey at some point in time? That could
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be visualized nicely with a red or green thick route in front or behind them.
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Maybe they're ahead of the baseline by some amount, or behind it. This could
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use relative score or relative distance to goal or something. Would it trace
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ahead by pure distance or by anticipated distance in a given time?
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The side-by-side canvas seems incredibly difficult -- have to revamp everything
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to dispatch mouse events, maybe synchronize cameras, other plugins
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arbitrarily... No way.
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Let's start with two concrete things:
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- Start running an A/B test sets up a second optional simulation in the UI.
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Some keys can toggle between showing one of the two, for now. Stepping will
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step BOTH of them. Have to adjust the OSD and other sim control things.
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Possibly even sim control should own the second sim?
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- Q: how to prevent scenario instatiation or adding new agents while an
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A/B test is in progress? need plugin groups / modes!
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- road editing during an A/B test is _definitely_ not k
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- argh!! wait, we need a different map, since we need different edits!
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- that means also a different control map
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- should the Sim own map and control_map to make it clear they're tied? I think so!
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- practically all of the UI touches the map...
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- wait wait draw map also needs to be duplicated then.
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- we're back to the problem of loading map edits
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- Make a visual trace abstraction to show something in front of or behind an
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agent. It follows bends in the road, crosses intersections, etc. Could be
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used for lookahead debugging right now, and this relative ghost comparison
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thing next.
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@ -8,7 +8,7 @@ use objects::{Ctx, ID};
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use piston::input::Key;
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use plugins::Colorizer;
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use render::DrawMap;
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use sim::Sim;
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use sim::Tick;
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#[derive(Clone, Debug)]
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pub enum TurnCyclerState {
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@ -68,7 +68,7 @@ impl TurnCyclerState {
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map: &Map,
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draw_map: &DrawMap,
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control_map: &ControlMap,
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sim: &Sim,
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time: Tick,
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cs: &ColorScheme,
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g: &mut GfxCtx,
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) {
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@ -92,7 +92,7 @@ impl TurnCyclerState {
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}
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TurnCyclerState::Intersection(id) => {
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if let Some(signal) = control_map.traffic_signals.get(&id) {
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let (cycle, _) = signal.current_cycle_and_remaining_time(sim.time.as_time());
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let (cycle, _) = signal.current_cycle_and_remaining_time(time.as_time());
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for t in &cycle.turns {
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draw_map.get_t(*t).draw_full(g, cs.get(Colors::Turn));
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}
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@ -35,16 +35,13 @@ pub struct DrawMap {
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pub bus_stops: HashMap<BusStopID, DrawBusStop>,
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pub areas: Vec<DrawArea>,
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pub center_pt: Pt2D,
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quadtree: QuadTree<ID>,
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}
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impl DrawMap {
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// Also returns the center of the map in map-space
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pub fn new(
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map: &Map,
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control_map: &ControlMap,
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raw_extra_shapes: Vec<ExtraShape>,
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) -> (DrawMap, Pt2D) {
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pub fn new(map: &Map, control_map: &ControlMap, raw_extra_shapes: Vec<ExtraShape>) -> DrawMap {
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let mut lanes: Vec<DrawLane> = Vec::new();
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for l in map.all_lanes() {
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lanes.push(DrawLane::new(l, map, control_map));
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@ -120,7 +117,6 @@ impl DrawMap {
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quadtree.insert_with_box(obj.get_id(), get_bbox(obj.get_bounds()));
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}
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(
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DrawMap {
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lanes,
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intersections,
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@ -131,10 +127,10 @@ impl DrawMap {
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bus_stops,
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areas,
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center_pt: Pt2D::new(max_screen_pt.x() / 2.0, max_screen_pt.y() / 2.0),
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quadtree,
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},
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Pt2D::new(max_screen_pt.x() / 2.0, max_screen_pt.y() / 2.0),
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)
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}
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}
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fn compute_turn_to_lane_offset(result: &mut HashMap<TurnID, usize>, l: &Lane, map: &Map) {
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357
editor/src/ui.rs
357
editor/src/ui.rs
@ -10,8 +10,7 @@ use ezgui::{
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};
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use flame;
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use kml;
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use map_model;
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use map_model::IntersectionID;
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use map_model::{IntersectionID, Map};
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use objects::{Ctx, DEBUG_LAYERS, ID, ROOT_MENU};
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use piston::input::Key;
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use plugins::a_b_tests::ABTestManager;
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@ -82,55 +81,16 @@ impl UIWrapper {
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// Do this first, so anything logged by sim::load isn't lost.
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let logs = DisplayLogs::new();
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flame::start("setup");
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let (map, control_map, sim) = sim::load(flags.clone(), Some(sim::Tick::from_seconds(30)));
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let extra_shapes = if let Some(path) = kml.clone() {
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kml::load(&path, &map.get_gps_bounds()).expect("Couldn't load extra KML shapes")
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} else {
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Vec::new()
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};
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flame::start("draw_map");
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let (draw_map, center_pt) = DrawMap::new(&map, &control_map, extra_shapes);
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flame::end("draw_map");
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flame::end("setup");
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flame::dump_stdout();
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let steepness_viz = SteepnessVisualizer::new(&map);
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let road_editor = RoadEditor::new(map.get_road_edits().clone());
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let mut ui = UI {
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// TODO organize this by section
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map,
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draw_map,
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control_map,
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sim,
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steepness_viz,
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road_editor,
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sim_ctrl: SimController::new(),
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primary: PerMapUI::new(flags, kml.clone()),
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secondary: None,
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layers: ToggleableLayers::new(),
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current_selection: None,
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hider: Hider::new(),
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debug_objects: DebugObjectsState::new(),
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search_state: SearchState::Empty,
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warp: WarpState::Empty,
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follow: FollowState::Empty,
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show_route: ShowRouteState::Empty,
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floodfiller: Floodfiller::new(),
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osm_classifier: OsmClassifier::new(),
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traffic_signal_editor: TrafficSignalEditor::new(),
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stop_sign_editor: StopSignEditor::new(),
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sim_ctrl: SimController::new(),
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color_picker: ColorPicker::new(),
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geom_validator: Validator::new(),
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turn_cycler: TurnCyclerState::new(),
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draw_neighborhoods: DrawNeighborhoodState::new(),
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scenarios: ScenarioManager::new(),
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edits_manager: EditsManager::new(flags),
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ab_test_manager: ABTestManager::new(),
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logs,
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@ -141,7 +101,7 @@ impl UIWrapper {
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};
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match abstutil::read_json::<EditorState>("editor_state") {
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Ok(ref state) if *ui.map.get_name() == state.map_name => {
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Ok(ref state) if ui.primary.map.get_name().to_string() == state.map_name => {
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info!("Loaded previous editor_state");
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ui.canvas.cam_x = state.cam_x;
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ui.canvas.cam_y = state.cam_y;
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@ -149,7 +109,7 @@ impl UIWrapper {
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}
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_ => {
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warn!("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);
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ui.canvas.center_on_map_pt(ui.primary.draw_map.center_pt);
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}
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}
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@ -173,117 +133,132 @@ impl UIWrapper {
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changed
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};
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if layer_changed {
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ctx.ui.current_selection = ctx.ui.mouseover_something();
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ctx.ui.primary.current_selection = ctx.ui.mouseover_something();
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true
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} else {
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false
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}
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}),
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Box::new(|ctx| {
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ctx.ui.traffic_signal_editor.event(
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ctx.ui.primary.traffic_signal_editor.event(
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ctx.input,
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&ctx.ui.map,
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&mut ctx.ui.control_map,
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ctx.ui.current_selection,
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&ctx.ui.primary.map,
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&mut ctx.ui.primary.control_map,
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ctx.ui.primary.current_selection,
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)
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}),
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Box::new(|ctx| {
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ctx.ui.stop_sign_editor.event(
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ctx.ui.primary.stop_sign_editor.event(
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ctx.input,
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&ctx.ui.map,
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&mut ctx.ui.control_map,
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ctx.ui.current_selection,
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&ctx.ui.primary.map,
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&mut ctx.ui.primary.control_map,
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ctx.ui.primary.current_selection,
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)
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}),
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Box::new(|ctx| {
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ctx.ui.road_editor.event(
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ctx.ui.primary.road_editor.event(
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ctx.input,
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ctx.ui.current_selection,
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&mut ctx.ui.map,
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&mut ctx.ui.draw_map,
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&ctx.ui.control_map,
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&mut ctx.ui.sim,
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ctx.ui.primary.current_selection,
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&mut ctx.ui.primary.map,
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&mut ctx.ui.primary.draw_map,
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&ctx.ui.primary.control_map,
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&mut ctx.ui.primary.sim,
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)
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}),
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Box::new(|ctx| ctx.ui.search_state.event(ctx.input)),
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Box::new(|ctx| {
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ctx.ui.warp.event(
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ctx.input,
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&ctx.ui.map,
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&ctx.ui.sim,
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&ctx.ui.primary.map,
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&ctx.ui.primary.sim,
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&mut ctx.ui.canvas,
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&mut ctx.ui.current_selection,
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&mut ctx.ui.primary.current_selection,
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)
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}),
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Box::new(|ctx| {
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ctx.ui.follow.event(
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ctx.ui.primary.follow.event(
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ctx.input,
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&ctx.ui.map,
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&ctx.ui.sim,
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&ctx.ui.primary.map,
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&ctx.ui.primary.sim,
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&mut ctx.ui.canvas,
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ctx.ui.current_selection,
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ctx.ui.primary.current_selection,
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)
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}),
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Box::new(|ctx| {
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ctx.ui
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.show_route
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.event(ctx.input, &ctx.ui.sim, ctx.ui.current_selection)
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ctx.ui.primary.show_route.event(
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ctx.input,
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&ctx.ui.primary.sim,
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ctx.ui.primary.current_selection,
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)
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}),
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Box::new(|ctx| {
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ctx.ui
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.color_picker
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.event(ctx.input, &mut ctx.ui.canvas, &mut ctx.ui.cs)
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}),
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Box::new(|ctx| ctx.ui.steepness_viz.event(ctx.input)),
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Box::new(|ctx| ctx.ui.primary.steepness_viz.event(ctx.input)),
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Box::new(|ctx| ctx.ui.osm_classifier.event(ctx.input)),
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Box::new(|ctx| ctx.ui.hider.event(ctx.input, &mut ctx.ui.current_selection)),
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Box::new(|ctx| {
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ctx.ui.debug_objects.event(
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ctx.ui.current_selection,
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ctx.ui
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.primary
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.hider
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.event(ctx.input, &mut ctx.ui.primary.current_selection)
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}),
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Box::new(|ctx| {
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ctx.ui.primary.debug_objects.event(
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ctx.ui.primary.current_selection,
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ctx.input,
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&ctx.ui.map,
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&mut ctx.ui.sim,
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&ctx.ui.control_map,
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&ctx.ui.primary.map,
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&mut ctx.ui.primary.sim,
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&ctx.ui.primary.control_map,
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)
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}),
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Box::new(|ctx| {
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ctx.ui
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.floodfiller
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.event(&ctx.ui.map, ctx.input, ctx.ui.current_selection)
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ctx.ui.primary.floodfiller.event(
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&ctx.ui.primary.map,
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ctx.input,
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ctx.ui.primary.current_selection,
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)
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}),
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Box::new(|ctx| {
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ctx.ui.geom_validator.event(
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ctx.ui.primary.geom_validator.event(
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ctx.input,
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&mut ctx.ui.canvas,
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&ctx.ui.map,
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&ctx.ui.draw_map,
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&ctx.ui.primary.map,
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&ctx.ui.primary.draw_map,
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)
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}),
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Box::new(|ctx| {
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ctx.ui
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.primary
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.turn_cycler
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.event(ctx.input, ctx.ui.current_selection)
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.event(ctx.input, ctx.ui.primary.current_selection)
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}),
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Box::new(|ctx| {
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ctx.ui
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.draw_neighborhoods
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.event(ctx.input, &ctx.ui.canvas, &ctx.ui.map, ctx.osd)
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}),
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Box::new(|ctx| {
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ctx.ui
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.scenarios
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.event(ctx.input, &ctx.ui.map, &mut ctx.ui.sim)
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}),
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Box::new(|ctx| {
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ctx.ui.edits_manager.event(
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ctx.ui.primary.draw_neighborhoods.event(
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ctx.input,
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&ctx.ui.map,
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&ctx.ui.control_map,
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&ctx.ui.road_editor,
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&ctx.ui.canvas,
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&ctx.ui.primary.map,
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ctx.osd,
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)
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}),
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Box::new(|ctx| {
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ctx.ui.primary.scenarios.event(
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ctx.input,
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&ctx.ui.primary.map,
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&mut ctx.ui.primary.sim,
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)
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}),
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Box::new(|ctx| {
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ctx.ui.primary.edits_manager.event(
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ctx.input,
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&ctx.ui.primary.map,
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&ctx.ui.primary.control_map,
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&ctx.ui.primary.road_editor,
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ctx.new_flags,
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)
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}),
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Box::new(|ctx| ctx.ui.ab_test_manager.event(ctx.input, &ctx.ui.map)),
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Box::new(|ctx| ctx.ui.ab_test_manager.event(ctx.input, &ctx.ui.primary.map)),
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Box::new(|ctx| ctx.ui.logs.event(ctx.input)),
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],
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@ -292,35 +267,92 @@ impl UIWrapper {
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}
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}
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struct UI {
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map: map_model::Map,
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// All of the state that's bound to a specific map+edit has to live here.
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// TODO How can we arrange the code so that we statically know that we don't pass anything from UI
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// to something in PerMapUI?
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struct PerMapUI {
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map: Map,
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draw_map: DrawMap,
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control_map: ControlMap,
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sim: Sim,
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layers: ToggleableLayers,
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current_selection: Option<ID>,
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// Anything that holds onto any kind of ID has to live here!
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hider: Hider,
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debug_objects: DebugObjectsState,
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search_state: SearchState,
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warp: WarpState,
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follow: FollowState,
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show_route: ShowRouteState,
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floodfiller: Floodfiller,
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steepness_viz: SteepnessVisualizer,
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osm_classifier: OsmClassifier,
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traffic_signal_editor: TrafficSignalEditor,
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stop_sign_editor: StopSignEditor,
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road_editor: RoadEditor,
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sim_ctrl: SimController,
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color_picker: ColorPicker,
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geom_validator: Validator,
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turn_cycler: TurnCyclerState,
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draw_neighborhoods: DrawNeighborhoodState,
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scenarios: ScenarioManager,
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edits_manager: EditsManager,
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}
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impl PerMapUI {
|
||||
fn new(flags: SimFlags, kml: Option<String>) -> PerMapUI {
|
||||
flame::start("setup");
|
||||
let (map, control_map, sim) = sim::load(flags.clone(), Some(sim::Tick::from_seconds(30)));
|
||||
let extra_shapes = if let Some(path) = kml.clone() {
|
||||
kml::load(&path, &map.get_gps_bounds()).expect("Couldn't load extra KML shapes")
|
||||
} else {
|
||||
Vec::new()
|
||||
};
|
||||
|
||||
flame::start("draw_map");
|
||||
let draw_map = DrawMap::new(&map, &control_map, extra_shapes);
|
||||
flame::end("draw_map");
|
||||
|
||||
flame::end("setup");
|
||||
flame::dump_stdout();
|
||||
|
||||
let steepness_viz = SteepnessVisualizer::new(&map);
|
||||
let road_editor = RoadEditor::new(map.get_road_edits().clone());
|
||||
|
||||
PerMapUI {
|
||||
map,
|
||||
draw_map,
|
||||
control_map,
|
||||
sim,
|
||||
|
||||
current_selection: None,
|
||||
|
||||
hider: Hider::new(),
|
||||
debug_objects: DebugObjectsState::new(),
|
||||
follow: FollowState::Empty,
|
||||
show_route: ShowRouteState::Empty,
|
||||
floodfiller: Floodfiller::new(),
|
||||
steepness_viz,
|
||||
traffic_signal_editor: TrafficSignalEditor::new(),
|
||||
stop_sign_editor: StopSignEditor::new(),
|
||||
road_editor,
|
||||
geom_validator: Validator::new(),
|
||||
turn_cycler: TurnCyclerState::new(),
|
||||
draw_neighborhoods: DrawNeighborhoodState::new(),
|
||||
scenarios: ScenarioManager::new(),
|
||||
edits_manager: EditsManager::new(flags),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct UI {
|
||||
primary: PerMapUI,
|
||||
// When running an A/B test, this is populated too.
|
||||
secondary: Option<PerMapUI>,
|
||||
|
||||
layers: ToggleableLayers,
|
||||
search_state: SearchState,
|
||||
warp: WarpState,
|
||||
osm_classifier: OsmClassifier,
|
||||
// TODO This one has per-sim state right now, but soon will understand how to handle two sims.
|
||||
sim_ctrl: SimController,
|
||||
color_picker: ColorPicker,
|
||||
ab_test_manager: ABTestManager,
|
||||
logs: DisplayLogs,
|
||||
|
||||
@ -347,11 +379,11 @@ impl UI {
|
||||
fn mouseover_something(&self) -> Option<ID> {
|
||||
let pt = self.canvas.get_cursor_in_map_space();
|
||||
|
||||
let (statics, dynamics) = self.draw_map.get_objects_onscreen(
|
||||
let (statics, dynamics) = self.primary.draw_map.get_objects_onscreen(
|
||||
self.canvas.get_screen_bbox(),
|
||||
&self.hider,
|
||||
&self.map,
|
||||
&self.sim,
|
||||
&self.primary.hider,
|
||||
&self.primary.map,
|
||||
&self.primary.sim,
|
||||
&self.layers,
|
||||
self,
|
||||
);
|
||||
@ -387,13 +419,13 @@ impl UI {
|
||||
|
||||
// Always handle mouseover
|
||||
if old_zoom >= MIN_ZOOM_FOR_MOUSEOVER && new_zoom < MIN_ZOOM_FOR_MOUSEOVER {
|
||||
self.current_selection = None;
|
||||
self.primary.current_selection = None;
|
||||
}
|
||||
if !self.canvas.is_dragging()
|
||||
&& input.get_moved_mouse().is_some()
|
||||
&& new_zoom >= MIN_ZOOM_FOR_MOUSEOVER
|
||||
{
|
||||
self.current_selection = self.mouseover_something();
|
||||
self.primary.current_selection = self.mouseover_something();
|
||||
}
|
||||
|
||||
// TODO Normally we'd return InputOnly here if there was an active plugin, but actually, we
|
||||
@ -426,7 +458,7 @@ impl UI {
|
||||
|
||||
if input.unimportant_key_pressed(Key::Escape, ROOT_MENU, "quit") {
|
||||
let state = EditorState {
|
||||
map_name: self.map.get_name().clone(),
|
||||
map_name: self.primary.map.get_name().clone(),
|
||||
cam_x: self.canvas.cam_x,
|
||||
cam_y: self.canvas.cam_y,
|
||||
cam_zoom: self.canvas.cam_zoom,
|
||||
@ -441,10 +473,10 @@ impl UI {
|
||||
// Sim controller plugin is kind of always active? If nothing else ran, let it use keys.
|
||||
let result = self.sim_ctrl.event(
|
||||
&mut input,
|
||||
&self.map,
|
||||
&self.control_map,
|
||||
&mut self.sim,
|
||||
self.current_selection,
|
||||
&self.primary.map,
|
||||
&self.primary.control_map,
|
||||
&mut self.primary.sim,
|
||||
self.primary.current_selection,
|
||||
osd,
|
||||
);
|
||||
input.populate_osd(osd);
|
||||
@ -454,11 +486,11 @@ impl UI {
|
||||
fn draw(&self, g: &mut GfxCtx, osd: Text) {
|
||||
g.clear(self.cs.get(Colors::Background));
|
||||
|
||||
let (statics, dynamics) = self.draw_map.get_objects_onscreen(
|
||||
let (statics, dynamics) = self.primary.draw_map.get_objects_onscreen(
|
||||
self.canvas.get_screen_bbox(),
|
||||
&self.hider,
|
||||
&self.map,
|
||||
&self.sim,
|
||||
&self.primary.hider,
|
||||
&self.primary.map,
|
||||
&self.primary.sim,
|
||||
&self.layers,
|
||||
self,
|
||||
);
|
||||
@ -473,10 +505,10 @@ impl UI {
|
||||
opts,
|
||||
Ctx {
|
||||
cs: &self.cs,
|
||||
map: &self.map,
|
||||
control_map: &self.control_map,
|
||||
map: &self.primary.map,
|
||||
control_map: &self.primary.control_map,
|
||||
canvas: &self.canvas,
|
||||
sim: &self.sim,
|
||||
sim: &self.primary.sim,
|
||||
},
|
||||
);
|
||||
}
|
||||
@ -491,29 +523,34 @@ impl UI {
|
||||
opts,
|
||||
Ctx {
|
||||
cs: &self.cs,
|
||||
map: &self.map,
|
||||
control_map: &self.control_map,
|
||||
map: &self.primary.map,
|
||||
control_map: &self.primary.control_map,
|
||||
canvas: &self.canvas,
|
||||
sim: &self.sim,
|
||||
sim: &self.primary.sim,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
// TODO Only if active?
|
||||
self.turn_cycler.draw(
|
||||
&self.map,
|
||||
&self.draw_map,
|
||||
&self.control_map,
|
||||
&self.sim,
|
||||
self.primary.turn_cycler.draw(
|
||||
&self.primary.map,
|
||||
&self.primary.draw_map,
|
||||
&self.primary.control_map,
|
||||
self.primary.sim.time,
|
||||
&self.cs,
|
||||
g,
|
||||
);
|
||||
self.debug_objects
|
||||
.draw(&self.map, &self.canvas, &self.draw_map, &self.sim, g);
|
||||
self.primary.debug_objects.draw(
|
||||
&self.primary.map,
|
||||
&self.canvas,
|
||||
&self.primary.draw_map,
|
||||
&self.primary.sim,
|
||||
g,
|
||||
);
|
||||
self.color_picker.draw(&self.canvas, g);
|
||||
self.draw_neighborhoods.draw(g, &self.canvas);
|
||||
self.scenarios.draw(g, &self.canvas);
|
||||
self.edits_manager.draw(g, &self.canvas);
|
||||
self.primary.draw_neighborhoods.draw(g, &self.canvas);
|
||||
self.primary.scenarios.draw(g, &self.canvas);
|
||||
self.primary.edits_manager.draw(g, &self.canvas);
|
||||
self.ab_test_manager.draw(g, &self.canvas);
|
||||
self.logs.draw(g, &self.canvas);
|
||||
self.search_state.draw(g, &self.canvas);
|
||||
@ -524,7 +561,7 @@ impl UI {
|
||||
}
|
||||
|
||||
fn color_obj(&self, id: ID) -> Option<Color> {
|
||||
if Some(id) == self.current_selection {
|
||||
if Some(id) == self.primary.current_selection {
|
||||
return Some(self.cs.get(Colors::Selected));
|
||||
}
|
||||
|
||||
@ -533,10 +570,10 @@ impl UI {
|
||||
id,
|
||||
Ctx {
|
||||
cs: &self.cs,
|
||||
map: &self.map,
|
||||
control_map: &self.control_map,
|
||||
map: &self.primary.map,
|
||||
control_map: &self.primary.control_map,
|
||||
canvas: &self.canvas,
|
||||
sim: &self.sim,
|
||||
sim: &self.primary.sim,
|
||||
},
|
||||
) {
|
||||
return Some(c);
|
||||
@ -553,24 +590,24 @@ impl UI {
|
||||
match idx {
|
||||
// The first plugin is all the ToggleableLayers, which doesn't implement Colorizer.
|
||||
0 => None,
|
||||
1 => Some(Box::new(&self.traffic_signal_editor)),
|
||||
2 => Some(Box::new(&self.stop_sign_editor)),
|
||||
3 => Some(Box::new(&self.road_editor)),
|
||||
1 => Some(Box::new(&self.primary.traffic_signal_editor)),
|
||||
2 => Some(Box::new(&self.primary.stop_sign_editor)),
|
||||
3 => Some(Box::new(&self.primary.road_editor)),
|
||||
4 => Some(Box::new(&self.search_state)),
|
||||
5 => Some(Box::new(&self.warp)),
|
||||
6 => Some(Box::new(&self.follow)),
|
||||
7 => Some(Box::new(&self.show_route)),
|
||||
6 => Some(Box::new(&self.primary.follow)),
|
||||
7 => Some(Box::new(&self.primary.show_route)),
|
||||
8 => Some(Box::new(&self.color_picker)),
|
||||
9 => Some(Box::new(&self.steepness_viz)),
|
||||
9 => Some(Box::new(&self.primary.steepness_viz)),
|
||||
10 => Some(Box::new(&self.osm_classifier)),
|
||||
11 => Some(Box::new(&self.hider)),
|
||||
12 => Some(Box::new(&self.debug_objects)),
|
||||
13 => Some(Box::new(&self.floodfiller)),
|
||||
14 => Some(Box::new(&self.geom_validator)),
|
||||
15 => Some(Box::new(&self.turn_cycler)),
|
||||
16 => Some(Box::new(&self.draw_neighborhoods)),
|
||||
17 => Some(Box::new(&self.scenarios)),
|
||||
18 => Some(Box::new(&self.edits_manager)),
|
||||
11 => Some(Box::new(&self.primary.hider)),
|
||||
12 => Some(Box::new(&self.primary.debug_objects)),
|
||||
13 => Some(Box::new(&self.primary.floodfiller)),
|
||||
14 => Some(Box::new(&self.primary.geom_validator)),
|
||||
15 => Some(Box::new(&self.primary.turn_cycler)),
|
||||
16 => Some(Box::new(&self.primary.draw_neighborhoods)),
|
||||
17 => Some(Box::new(&self.primary.scenarios)),
|
||||
18 => Some(Box::new(&self.primary.edits_manager)),
|
||||
19 => Some(Box::new(&self.ab_test_manager)),
|
||||
20 => Some(Box::new(&self.logs)),
|
||||
_ => panic!("Active plugin {} is too high", idx),
|
||||
@ -648,8 +685,8 @@ pub trait ShowTurnIcons {
|
||||
impl ShowTurnIcons for UI {
|
||||
fn show_icons_for(&self, id: IntersectionID) -> bool {
|
||||
self.layers.show_all_turn_icons.is_enabled()
|
||||
|| self.stop_sign_editor.show_turn_icons(id)
|
||||
|| self.traffic_signal_editor.show_turn_icons(id)
|
||||
|| self.primary.stop_sign_editor.show_turn_icons(id)
|
||||
|| self.primary.traffic_signal_editor.show_turn_icons(id)
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user