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add color to the time panel
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@ -57,7 +57,7 @@ You can skip this section if you're just touching code in `game`, `ezgui`, and
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You have two options: you can seed some of the intermediate data by running
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`./data/grab_all_seed_data.sh` (downloads ~1GB, expands to ~5GB), or you can
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build everything totally from scratch by running
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`./import.sh --osm --map --scenario`. This takes a while.
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`./import.sh --raw --map --scenario`. This takes a while.
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You'll need some extra dependencies:
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@ -68,7 +68,7 @@ You'll need some extra dependencies:
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You can rerun specific stages of the importer:
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- If you're modifying the initial OSM data -> RawMap conversion in
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`convert_osm`, you need `./import.sh --osm --map`.
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`convert_osm`, you need `./import.sh --raw --map`.
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- If you're modifying `map_model` but not the OSM -> RawMap conversion, then you
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just need `./import.sh --map`.
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- By default, all maps are regenerated. You can also specify a single map:
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@ -609,17 +609,37 @@ impl TimePanel {
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// This is manually tuned
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let width = 300.0;
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let height = 15.0;
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// Just clamp past 24 hours
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let percent = app.primary.sim.time().to_percent(Time::END_OF_DAY).min(1.0);
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let mut percent = app.primary.sim.time().to_percent(Time::END_OF_DAY);
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// TODO rounded
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batch.push(Color::WHITE, Polygon::rectangle(width, height));
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if percent != 0.0 {
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// Midnight to sunrise
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if percent > 0.0 {
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batch.push(
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colors::SECTION_BG,
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Polygon::rectangle(percent * width, height),
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app.cs.get_def("night time", Color::hex("#12409D")),
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Polygon::rectangle(percent.min(0.25) * width, height),
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);
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}
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percent -= 0.25;
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// Daytime
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if percent > 0.0 {
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batch.push(
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app.cs.get_def("day time", Color::hex("#F4DA22")),
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Polygon::rectangle(percent.min(0.5) * width, height)
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.translate(0.25 * width, 0.0),
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);
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}
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percent -= 0.5;
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// Sunset to midnight
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if percent > 0.0 {
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// Just clamp past 24 hours
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batch.push(
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app.cs.get("night time"),
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Polygon::rectangle(percent.min(0.25) * width, height)
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.translate(0.75 * width, 0.0),
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);
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}
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Widget::draw_batch(ctx, batch)
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},
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Widget::row(vec![
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