diff --git a/game/src/edit/traffic_signals.rs b/game/src/edit/traffic_signals.rs index 13fea11f81..e2d6c2a997 100644 --- a/game/src/edit/traffic_signals.rs +++ b/game/src/edit/traffic_signals.rs @@ -202,12 +202,11 @@ impl State for TrafficSignalEditor { let phase = &map.get_traffic_signal(self.diagram.i).phases[self.diagram.current_phase()]; for t in &ui.primary.draw_map.get_turns(self.diagram.i, map) { let arrow_color = match phase.get_priority(t.id) { - TurnPriority::Protected => ui - .cs - .get_def("priority turn in current phase", Color::GREEN), + TurnPriority::Protected => ui.cs.get("turn protected by traffic signal"), TurnPriority::Yield => ui .cs - .get_def("yield turn in current phase", Color::rgb(255, 105, 180)), + .get("turn that can yield by traffic signal") + .alpha(1.0), TurnPriority::Banned => ui.cs.get_def("turn not in current phase", Color::BLACK), }; t.draw_icon( diff --git a/game/src/render/intersection.rs b/game/src/render/intersection.rs index 8619bf8382..0a7001d853 100644 --- a/game/src/render/intersection.rs +++ b/game/src/render/intersection.rs @@ -313,7 +313,7 @@ fn make_crosswalk(batch: &mut GeomBatch, turn: &Turn, cs: &ColorScheme) { // Reuse perp_line. Project away an arbitrary amount let pt2 = pt1.project_away(Distance::meters(1.0), turn.angle()); batch.push( - cs.get_def("crosswalk", Color::WHITE), + cs.get("general road marking"), perp_line(Line::new(pt1, pt2), LANE_THICKNESS) .make_polygons(CROSSWALK_LINE_THICKNESS), ); @@ -322,7 +322,7 @@ fn make_crosswalk(batch: &mut GeomBatch, turn: &Turn, cs: &ColorScheme) { let pt3 = line.dist_along(dist_along + 2.0 * CROSSWALK_LINE_THICKNESS); let pt4 = pt3.project_away(Distance::meters(1.0), turn.angle()); batch.push( - cs.get("crosswalk"), + cs.get("general road marking"), perp_line(Line::new(pt3, pt4), LANE_THICKNESS) .make_polygons(CROSSWALK_LINE_THICKNESS), ); diff --git a/game/src/render/lane.rs b/game/src/render/lane.rs index 7337201830..c3dd1941e6 100644 --- a/game/src/render/lane.rs +++ b/game/src/render/lane.rs @@ -67,17 +67,17 @@ impl DrawLane { } LaneType::Parking => { draw.extend( - cs.get_def("parking lines", Color::WHITE), + cs.get_def("general road marking", Color::WHITE), calculate_parking_lines(lane), ); } LaneType::Driving | LaneType::Bus => { draw.extend( - cs.get_def("dashed lane line", Color::WHITE), + cs.get("general road marking"), calculate_driving_lines(lane, road, timer), ); draw.extend( - cs.get_def("turn restrictions on lane", Color::WHITE), + cs.get("general road marking"), calculate_turn_markings(map, lane, timer), ); } @@ -222,7 +222,7 @@ fn calculate_parking_lines(lane: &Lane) -> Vec { } fn calculate_driving_lines(lane: &Lane, parent: &Road, timer: &mut Timer) -> Vec { - // The leftmost lanes don't have dashed white lines. + // The leftmost lanes don't have dashed lines. let (dir, idx) = parent.dir_and_offset(lane.id); if idx == 0 || (dir && parent.children_forwards[idx - 1].1 == LaneType::SharedLeftTurn) { return Vec::new(); diff --git a/game/src/render/traffic_signal.rs b/game/src/render/traffic_signal.rs index f4f405f71c..28c6b79490 100644 --- a/game/src/render/traffic_signal.rs +++ b/game/src/render/traffic_signal.rs @@ -19,11 +19,11 @@ pub fn draw_signal_phase( return; } - let priority_color = ctx + let protected_color = ctx .cs - .get_def("turns protected by traffic signal right now", Color::GREEN); + .get_def("turn protected by traffic signal", Color::GREEN); let yield_color = ctx.cs.get_def( - "turns allowed with yielding by traffic signal right now", + "turn that can yield by traffic signal", Color::rgba(255, 105, 180, 0.8), ); @@ -36,7 +36,7 @@ pub fn draw_signal_phase( for t in &phase.protected_turns { let turn = ctx.map.get_t(*t); if !turn.between_sidewalks() { - DrawTurn::full_geom(turn, batch, priority_color); + DrawTurn::full_geom(turn, batch, protected_color); } } for t in &phase.yield_turns {