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https://github.com/a-b-street/abstreet.git
synced 2024-11-29 04:35:51 +03:00
zorder for cars/peds too... had to rework get_objects_onscreen
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@ -22,9 +22,6 @@
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- model U-turns
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- zorder for bridges/tunnels
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- apply to cars/peds too; figure out statics/dynamics plumbing
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- degenerate-2's should only have one crosswalk
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- then make them thinner
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@ -4,8 +4,6 @@
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- interactively spawn a car/ped somewhere to test this easily
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- pathfinding or trace or something is wrong for walking; the last line sometimes has the wrong distance
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- driving OR walking goal could also be border. actually need this to spawn cars on tunnels reasonably
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- then back to zorder for cars/peds
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- try showing traffic signals by little boxes at the end of lanes
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- red circle means right turn on red OK, red right arrow means nope, green means normal turns ok, green arrow means protected left, crosswalk hand or stick figure
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@ -8,6 +8,7 @@ use map_model::{BusStop, BusStopID, Map, LANE_THICKNESS};
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pub struct DrawBusStop {
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pub id: BusStopID,
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polygon: Polygon,
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zorder: isize,
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}
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impl DrawBusStop {
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@ -31,6 +32,7 @@ impl DrawBusStop {
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DrawBusStop {
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id: stop.id,
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polygon,
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zorder: map.get_parent(lane.id).get_zorder(),
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}
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}
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}
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@ -57,4 +59,8 @@ impl Renderable for DrawBusStop {
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fn contains_pt(&self, pt: Pt2D) -> bool {
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self.polygon.contains_pt(pt)
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}
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fn get_zorder(&self) -> isize {
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self.zorder
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}
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}
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@ -21,6 +21,7 @@ pub struct DrawCar {
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// TODO maybe also draw lookahead buffer to know what the car is considering
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stopping_buffer: Option<Polygon>,
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state: CarState,
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zorder: isize,
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}
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impl DrawCar {
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@ -49,6 +50,7 @@ impl DrawCar {
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right_blinker_on,
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stopping_buffer,
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state: input.state,
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zorder: input.on.get_zorder(map),
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};
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}
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@ -118,6 +120,7 @@ impl DrawCar {
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right_blinker_on,
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stopping_buffer,
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state: input.state,
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zorder: input.on.get_zorder(map),
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}
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}
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}
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@ -202,6 +205,10 @@ impl Renderable for DrawCar {
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fn contains_pt(&self, pt: Pt2D) -> bool {
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self.body_polygon.contains_pt(pt)
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}
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fn get_zorder(&self) -> isize {
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self.zorder
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}
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}
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fn thick_line_from_angle(thickness: f64, line_length: f64, pt: Pt2D, angle: Angle) -> Polygon {
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@ -19,8 +19,15 @@ use map_model::{
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RoadID, Traversable, Turn, TurnID, LANE_THICKNESS,
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};
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use sim::GetDrawAgents;
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use std::borrow::Borrow;
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use std::collections::HashMap;
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#[derive(PartialEq)]
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pub enum RenderOrder {
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BackToFront,
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FrontToBack,
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}
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pub struct DrawMap {
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pub lanes: Vec<DrawLane>,
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pub intersections: Vec<DrawIntersection>,
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@ -210,7 +217,6 @@ impl DrawMap {
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&self.areas[id.0]
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}
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// A greatly simplified form of get_objects_onscreen
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pub fn get_matching_lanes(&self, bounds: Bounds) -> Vec<LaneID> {
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let mut results: Vec<LaneID> = Vec::new();
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for &(id, _, _) in &self.quadtree.query(bounds.as_bbox()) {
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@ -221,25 +227,21 @@ impl DrawMap {
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results
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}
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// Returns in back-to-front order
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// The second pair is ephemeral objects (cars, pedestrians) that we can't borrow --
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// conveniently they're the front-most layer, so the caller doesn't have to do anything strange
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// to merge. TODO no longer true with zorder
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// TODO alternatively, we could return IDs in order, then the caller could turn around and call
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// a getter... except they still have to deal with DrawCar and DrawPedestrian not being
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// borrowable. Could move contains_pt and draw calls here directly, but that might be weird?
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// But maybe not.
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pub fn get_objects_onscreen<T: ShowObjects>(
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// False from the callback means abort
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pub fn handle_objects_onscreen<T: ShowObjects, F: FnMut(Box<&Renderable>) -> bool>(
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&self,
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screen_bounds: Bounds,
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map: &Map,
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sim: &GetDrawAgents,
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show_objs: &T,
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) -> (Vec<Box<&Renderable>>, Vec<Box<Renderable>>) {
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order: RenderOrder,
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mut callback: F,
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) {
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// From background to foreground Z-order
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let mut areas: Vec<Box<&Renderable>> = Vec::new();
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let mut parcels: Vec<Box<&Renderable>> = Vec::new();
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let mut lanes_and_intersections: Vec<Box<&Renderable>> = Vec::new();
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let mut lanes: Vec<Box<&Renderable>> = Vec::new();
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let mut intersections: Vec<Box<&Renderable>> = Vec::new();
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let mut buildings: Vec<Box<&Renderable>> = Vec::new();
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let mut extra_shapes: Vec<Box<&Renderable>> = Vec::new();
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let mut bus_stops: Vec<Box<&Renderable>> = Vec::new();
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@ -254,7 +256,7 @@ impl DrawMap {
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ID::Area(id) => areas.push(Box::new(self.get_a(*id))),
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ID::Parcel(id) => parcels.push(Box::new(self.get_p(*id))),
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ID::Lane(id) => {
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lanes_and_intersections.push(Box::new(self.get_l(*id)));
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lanes.push(Box::new(self.get_l(*id)));
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if !show_objs.show_icons_for(map.get_l(*id).dst_i) {
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for c in sim.get_draw_cars(Traversable::Lane(*id), map).into_iter() {
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cars.push(draw_vehicle(c, map));
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@ -265,7 +267,7 @@ impl DrawMap {
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}
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}
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ID::Intersection(id) => {
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lanes_and_intersections.push(Box::new(self.get_i(*id)));
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intersections.push(Box::new(self.get_i(*id)));
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for t in &map.get_i(*id).turns {
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if show_objs.show_icons_for(*id) {
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turn_icons.push(Box::new(self.get_t(*t)));
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@ -296,18 +298,30 @@ impl DrawMap {
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let mut borrows: Vec<Box<&Renderable>> = Vec::new();
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borrows.extend(areas);
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borrows.extend(parcels);
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// This is a stable sort.
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lanes_and_intersections.sort_by_key(|r| r.get_zorder());
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borrows.extend(lanes_and_intersections);
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borrows.extend(lanes);
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borrows.extend(intersections);
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borrows.extend(buildings);
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borrows.extend(extra_shapes);
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borrows.extend(bus_stops);
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borrows.extend(turn_icons);
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for c in &cars {
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borrows.push(Box::new(c.borrow()));
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}
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for p in &peds {
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borrows.push(Box::new(p.borrow()));
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}
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let mut returns: Vec<Box<Renderable>> = Vec::new();
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returns.extend(cars);
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returns.extend(peds);
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// This is a stable sort.
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borrows.sort_by_key(|r| r.get_zorder());
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(borrows, returns)
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if order == RenderOrder::FrontToBack {
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borrows.reverse();
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}
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for r in borrows {
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if !callback(r) {
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break;
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}
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}
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}
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}
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@ -18,7 +18,7 @@ use crate::render::car::DrawCar;
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pub use crate::render::extra_shape::ExtraShapeID;
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pub use crate::render::intersection::{draw_signal_cycle, draw_signal_diagram};
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pub use crate::render::lane::DrawLane;
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pub use crate::render::map::DrawMap;
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pub use crate::render::map::{DrawMap, RenderOrder};
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pub use crate::render::pedestrian::DrawPedestrian;
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pub use crate::render::turn::{DrawCrosswalk, DrawTurn};
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use ezgui::{Color, GfxCtx};
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@ -12,6 +12,7 @@ pub struct DrawPedestrian {
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circle: Circle,
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turn_arrow: Option<Line>,
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preparing_bike: bool,
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zorder: isize,
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}
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impl DrawPedestrian {
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@ -30,6 +31,7 @@ impl DrawPedestrian {
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circle: Circle::new(input.pos, RADIUS),
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turn_arrow,
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preparing_bike: input.preparing_bike,
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zorder: input.on.get_zorder(map),
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}
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}
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}
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@ -70,4 +72,8 @@ impl Renderable for DrawPedestrian {
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fn contains_pt(&self, pt: Pt2D) -> bool {
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self.circle.contains_pt(pt)
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}
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fn get_zorder(&self) -> isize {
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self.zorder
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}
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}
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@ -2,7 +2,7 @@ use crate::colors::ColorScheme;
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use abstutil;
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//use cpuprofiler;
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use crate::objects::{Ctx, RenderingHints, ID};
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use crate::render::{RenderOptions, Renderable};
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use crate::render::{RenderOptions, RenderOrder, Renderable};
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use crate::state::UIState;
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use ezgui::{
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Canvas, Color, EventLoopMode, Folder, GfxCtx, Key, ModalMenu, Text, TopMenu, UserInput,
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@ -12,7 +12,6 @@ use kml;
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use map_model::{BuildingID, LaneID};
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use serde_derive::{Deserialize, Serialize};
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use sim::GetDrawAgents;
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use std::borrow::Borrow;
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use std::collections::HashSet;
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use std::process;
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@ -265,11 +264,7 @@ impl<S: UIState> GUI<RenderingHints> for UI<S> {
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};
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let mut sample_intersection: Option<String> = None;
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let (statics, dynamics) = self.get_objects_onscreen();
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for obj in statics
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.into_iter()
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.chain(dynamics.iter().map(|obj| Box::new(obj.borrow())))
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{
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self.handle_objects_onscreen(RenderOrder::BackToFront, |obj| {
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let opts = RenderOptions {
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color: self.state.get_state().color_obj(obj.get_id(), &ctx),
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debug_mode: self.state.get_state().layers.debug_mode.is_enabled(),
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@ -284,7 +279,9 @@ impl<S: UIState> GUI<RenderingHints> for UI<S> {
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sample_intersection = Some(format!("_i{}", id.0));
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}
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}
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}
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true
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});
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if !screencap {
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self.state.draw(g, &ctx);
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@ -356,7 +353,35 @@ impl<S: UIState> UI<S> {
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ui
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}
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fn get_objects_onscreen(&self) -> (Vec<Box<&Renderable>>, Vec<Box<Renderable>>) {
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fn mouseover_something(&self) -> Option<ID> {
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let pt = self.canvas.get_cursor_in_map_space()?;
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let mut id: Option<ID> = None;
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self.handle_objects_onscreen(RenderOrder::FrontToBack, |obj| {
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// Don't mouseover parcels.
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// TODO Might get fancier rules in the future, so we can't mouseover irrelevant things
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// in intersection editor mode, for example.
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match obj.get_id() {
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ID::Parcel(_) => {}
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_ => {
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if obj.contains_pt(pt) {
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id = Some(obj.get_id());
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return false;
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}
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}
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};
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true
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});
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id
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}
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fn handle_objects_onscreen<F: FnMut(Box<&Renderable>) -> bool>(
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&self,
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order: RenderOrder,
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callback: F,
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) {
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let state = self.state.get_state();
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let draw_agent_source: &GetDrawAgents = {
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@ -368,40 +393,16 @@ impl<S: UIState> UI<S> {
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}
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};
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state.primary.draw_map.get_objects_onscreen(
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state.primary.draw_map.handle_objects_onscreen(
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self.canvas.get_screen_bounds(),
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&state.primary.map,
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draw_agent_source,
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state,
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order,
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callback,
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)
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}
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fn mouseover_something(&self) -> Option<ID> {
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let pt = self.canvas.get_cursor_in_map_space()?;
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let (statics, dynamics) = self.get_objects_onscreen();
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// Check front-to-back
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for obj in dynamics
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.iter()
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.map(|obj| Box::new(obj.borrow()))
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.chain(statics.into_iter().rev())
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{
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// Don't mouseover parcels.
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// TODO Might get fancier rules in the future, so we can't mouseover irrelevant things
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// in intersection editor mode, for example.
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match obj.get_id() {
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ID::Parcel(_) => {}
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_ => {
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if obj.contains_pt(pt) {
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return Some(obj.get_id());
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}
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}
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};
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}
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None
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}
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fn save_editor_state(&self) {
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let state = EditorState {
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map_name: self.state.get_state().primary.map.get_name().clone(),
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@ -115,4 +115,11 @@ impl Traversable {
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Traversable::Turn(id) => map.get_parent(id.dst).get_speed_limit(),
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}
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}
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pub fn get_zorder(&self, map: &Map) -> isize {
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match *self {
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Traversable::Lane(id) => map.get_parent(id).get_zorder(),
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Traversable::Turn(id) => map.get_i(id.parent).get_zorder(map),
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}
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}
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}
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