use top-center panel for more things in all challenge modes. remove help

functions in favor of putting more info in the challenge description
This commit is contained in:
Dustin Carlino 2020-01-20 13:52:11 -08:00
parent 67ebb76f94
commit 73680948b5
9 changed files with 101 additions and 99 deletions

View File

@ -83,7 +83,10 @@ impl ModalMenu {
self.hovering_idx = None;
if let Some(cursor) = ctx.canvas.get_cursor_in_screen_space() {
let mut top_left = self.top_left;
top_left.y += ctx.default_line_height() + ctx.text_dims(&self.info).height;
top_left.y += ctx.text_dims(&self.info).height;
if !self.title.is_empty() {
top_left.y += ctx.default_line_height();
}
for idx in 0..self.choices.len() {
let rect = ScreenRectangle {
x1: top_left.x,
@ -205,7 +208,11 @@ impl ModalMenu {
}
fn calculate_txt(&self) -> Text {
let mut txt = Text::prompt(&self.title);
let mut txt = if self.title.is_empty() {
Text::new().with_bg()
} else {
Text::prompt(&self.title)
};
txt.extend(&self.info);
for (idx, choice) in self.choices.iter().enumerate() {

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@ -16,7 +16,7 @@ use std::collections::{BTreeMap, HashSet};
#[derive(Clone)]
pub struct Challenge {
title: String,
description: Vec<String>,
pub description: Vec<String>,
pub map_path: String,
pub alias: String,
pub gameplay: GameplayMode,

View File

@ -9,7 +9,7 @@ mod warp;
pub use self::colors::{ColorLegend, Colorer, ColorerBuilder};
pub use self::minimap::Minimap;
pub use self::panels::{edit_map_panel, tool_panel};
pub use self::panels::tool_panel;
pub use self::warp::Warping;
use crate::game::Transition;
use crate::helpers::{list_names, ID};

View File

@ -1,10 +1,8 @@
use crate::edit::EditMode;
use crate::game::Transition;
use crate::managed::Composite;
use crate::options;
use crate::sandbox::GameplayMode;
use ezgui::{
hotkey, lctrl, Button, Color, EventCtx, HorizontalAlignment, Key, ManagedWidget, RewriteColor,
hotkey, Button, Color, EventCtx, HorizontalAlignment, Key, ManagedWidget, RewriteColor,
VerticalAlignment,
};
@ -39,24 +37,3 @@ pub fn tool_panel(ctx: &mut EventCtx) -> Composite {
Box::new(|_, _| Some(Transition::Push(options::open_panel()))),
)
}
pub fn edit_map_panel(ctx: &mut EventCtx, gameplay: GameplayMode) -> Composite {
Composite::new(
ezgui::Composite::new(
Composite::svg_button(ctx, "assets/tools/edit_map.svg", "edit map", lctrl(Key::E))
.bg(Color::grey(0.4)),
)
.aligned(HorizontalAlignment::Center, VerticalAlignment::Top)
.build(ctx),
)
.cb(
"edit map",
Box::new(move |ctx, ui| {
Some(Transition::Replace(Box::new(EditMode::new(
ctx,
ui,
gameplay.clone(),
))))
}),
)
}

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@ -1,8 +1,9 @@
use crate::common::edit_map_panel;
use crate::game::{msg, Transition};
use crate::game::Transition;
use crate::managed::Composite;
use crate::render::InnerAgentColorScheme;
use crate::sandbox::gameplay::{cmp_count_fewer, manage_acs, GameplayMode, GameplayState};
use crate::sandbox::gameplay::{
challenge_controller, cmp_count_fewer, manage_acs, GameplayMode, GameplayState,
};
use crate::sandbox::overlays::Overlays;
use crate::ui::UI;
use abstutil::prettyprint_usize;
@ -18,18 +19,11 @@ pub struct CreateGridlock {
impl CreateGridlock {
pub fn new(ctx: &mut EventCtx) -> (Composite, Box<dyn GameplayState>) {
(
edit_map_panel(ctx, GameplayMode::CreateGridlock),
challenge_controller(ctx, GameplayMode::CreateGridlock, "Gridlock Challenge"),
Box::new(CreateGridlock {
time: Time::START_OF_DAY,
menu: ModalMenu::new(
"Cause gridlock",
vec![
(hotkey(Key::E), "show agent delay"),
(hotkey(Key::H), "help"),
],
ctx,
)
.set_standalone_layout(layout::ContainerOrientation::TopLeftButDownABit(150.0)),
menu: ModalMenu::new("", vec![(hotkey(Key::E), "show agent delay")], ctx)
.set_standalone_layout(layout::ContainerOrientation::TopLeftButDownABit(150.0)),
}),
)
}
@ -52,13 +46,6 @@ impl GameplayState for CreateGridlock {
self.menu.set_info(ctx, gridlock_panel(ui));
}
if self.menu.action("help") {
return Some(Transition::Push(msg("Help", vec![
"You might notice a few places in the map where gridlock forms already.",
"You can make things worse!",
"How few lanes can you close for construction before everything grinds to a halt?",
])));
}
None
}

View File

@ -1,11 +1,12 @@
use crate::common::edit_map_panel;
use crate::game::{msg, Transition};
use crate::game::Transition;
use crate::managed::Composite;
use crate::sandbox::gameplay::{cmp_count_more, cmp_duration_shorter, GameplayMode, GameplayState};
use crate::sandbox::gameplay::{
challenge_controller, cmp_count_more, cmp_duration_shorter, GameplayMode, GameplayState,
};
use crate::sandbox::overlays::Overlays;
use crate::ui::UI;
use abstutil::prettyprint_usize;
use ezgui::{hotkey, layout, EventCtx, GfxCtx, Key, Line, ModalMenu, Text};
use ezgui::{layout, EventCtx, GfxCtx, Line, ModalMenu, Text};
use geom::{Statistic, Time};
use sim::TripMode;
@ -18,16 +19,16 @@ pub struct FasterTrips {
impl FasterTrips {
pub fn new(trip_mode: TripMode, ctx: &mut EventCtx) -> (Composite, Box<dyn GameplayState>) {
(
edit_map_panel(ctx, GameplayMode::FasterTrips(trip_mode)),
challenge_controller(
ctx,
GameplayMode::FasterTrips(trip_mode),
&format!("Faster {} Trips Challenge", trip_mode),
),
Box::new(FasterTrips {
mode: trip_mode,
time: Time::START_OF_DAY,
menu: ModalMenu::new(
format!("Speed up {} trips", trip_mode),
vec![(hotkey(Key::H), "help")],
ctx,
)
.set_standalone_layout(layout::ContainerOrientation::TopLeftButDownABit(150.0)),
menu: ModalMenu::new::<&str, &str>("", Vec::new(), ctx)
.set_standalone_layout(layout::ContainerOrientation::TopLeftButDownABit(150.0)),
}),
)
}
@ -42,12 +43,6 @@ impl GameplayState for FasterTrips {
self.menu.set_info(ctx, faster_trips_panel(self.mode, ui));
}
if self.menu.action("help") {
return Some(Transition::Push(msg(
"Help",
vec!["How can you possibly speed up all trips of some mode?"],
)));
}
None
}

View File

@ -1,8 +1,9 @@
use crate::common::edit_map_panel;
use crate::game::{msg, Transition};
use crate::managed::Composite;
use crate::sandbox::gameplay::faster_trips::small_faster_trips_panel;
use crate::sandbox::gameplay::{manage_overlays, GameplayMode, GameplayState};
use crate::sandbox::gameplay::{
challenge_controller, manage_overlays, GameplayMode, GameplayState,
};
use crate::sandbox::overlays::Overlays;
use crate::ui::UI;
use ezgui::{hotkey, layout, EventCtx, GfxCtx, Key, ModalMenu};
@ -19,16 +20,15 @@ pub struct FixTrafficSignals {
impl FixTrafficSignals {
pub fn new(ctx: &mut EventCtx, mode: GameplayMode) -> (Composite, Box<dyn GameplayState>) {
(
edit_map_panel(ctx, mode),
challenge_controller(ctx, mode, "Traffic Signals Challenge"),
Box::new(FixTrafficSignals {
time: Time::START_OF_DAY,
once: true,
menu: ModalMenu::new(
"Fix traffic signals",
"",
vec![
(hotkey(Key::F), "find slowest traffic signals"),
(hotkey(Key::D), "hide finished trip distribution"),
(hotkey(Key::H), "help"),
(hotkey(Key::S), "final score"),
],
ctx,
@ -88,15 +88,6 @@ impl GameplayState for FixTrafficSignals {
.set_info(ctx, small_faster_trips_panel(TripMode::Drive, ui));
}
if self.menu.action("help") {
return Some(Transition::Push(msg(
"Help",
vec![
"All of the traffic signals follow one timing plan through the whole day.",
"(Due to budget cuts, none of the vehicle-actuated signals are working -- don't worry if you don't know what these are.)",
])));
}
if self.menu.action("final score") {
return Some(Transition::Push(msg("Final score", final_score(ui))));
}

View File

@ -6,20 +6,26 @@ mod optimize_bus;
mod play_scenario;
pub mod spawner;
use crate::game::Transition;
use crate::challenges;
use crate::edit::EditMode;
use crate::game::{msg, Transition};
use crate::managed::{Composite, Outcome};
use crate::render::{AgentColorScheme, InnerAgentColorScheme};
use crate::sandbox::overlays::Overlays;
use crate::sandbox::SandboxMode;
use crate::ui::UI;
use abstutil::{prettyprint_usize, Timer};
use ezgui::{Color, EventCtx, GfxCtx, Line, ModalMenu, TextSpan, Wizard};
use geom::Duration;
use ezgui::{
lctrl, Color, EventCtx, GeomBatch, GfxCtx, HorizontalAlignment, Key, Line, ManagedWidget,
ModalMenu, Text, TextSpan, VerticalAlignment, Wizard,
};
use geom::{Duration, Polygon};
use map_model::{EditCmd, Map, MapEdits};
use sim::{Analytics, Scenario, TripMode};
pub struct GameplayRunner {
pub mode: GameplayMode,
// TODO Why not make each state own this?
controller: Composite,
state: Box<dyn GameplayState>,
}
@ -321,3 +327,51 @@ pub fn cmp_count_more(now: usize, baseline: usize) -> TextSpan {
Line("same as baseline")
}
}
pub fn challenge_controller(ctx: &mut EventCtx, gameplay: GameplayMode, title: &str) -> Composite {
// Scrape the description
let mut description = Vec::new();
'OUTER: for (_, stages) in challenges::all_challenges() {
for challenge in stages {
if challenge.gameplay == gameplay {
description = challenge.description.clone();
break 'OUTER;
}
}
}
Composite::new(
ezgui::Composite::new(
ManagedWidget::row(vec![
ManagedWidget::draw_text(ctx, Text::from(Line(title).size(26))).margin(5),
Composite::svg_button(ctx, "assets/tools/info.svg", "info", None).margin(5),
ManagedWidget::draw_batch(
ctx,
GeomBatch::from(vec![(Color::WHITE, Polygon::rectangle(2.0, 50.0))]),
)
.margin(5),
Composite::svg_button(ctx, "assets/tools/edit_map.svg", "edit map", lctrl(Key::E))
.margin(5),
])
.centered()
.bg(Color::grey(0.4)),
)
.aligned(HorizontalAlignment::Center, VerticalAlignment::Top)
.build(ctx),
)
.cb(
"edit map",
Box::new(move |ctx, ui| {
Some(Transition::Replace(Box::new(EditMode::new(
ctx,
ui,
gameplay.clone(),
))))
}),
)
// TODO msg() is silly, it's hard to plumb the title. Also, show the challenge splash screen.
.cb(
"info",
Box::new(move |_, _| Some(Transition::Push(msg("Challenge", description.clone())))),
)
}

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@ -1,7 +1,6 @@
use crate::common::edit_map_panel;
use crate::game::{msg, Transition, WizardState};
use crate::game::{Transition, WizardState};
use crate::sandbox::gameplay::{
cmp_duration_shorter, manage_overlays, GameplayMode, GameplayState,
challenge_controller, cmp_duration_shorter, manage_overlays, GameplayMode, GameplayState,
};
use crate::sandbox::overlays::Overlays;
use crate::sandbox::SandboxMode;
@ -25,19 +24,22 @@ impl OptimizeBus {
) -> (crate::managed::Composite, Box<dyn GameplayState>) {
let route = ui.primary.map.get_bus_route(&route_name).unwrap();
(
edit_map_panel(ctx, GameplayMode::OptimizeBus(route_name.clone())),
challenge_controller(
ctx,
GameplayMode::OptimizeBus(route_name.clone()),
&format!("Optimize {} Challenge", route_name),
),
Box::new(OptimizeBus {
route: route.id,
time: Time::START_OF_DAY,
stat: Statistic::Max,
menu: ModalMenu::new(
format!("Optimize {}", route_name),
"",
vec![
(hotkey(Key::E), "show bus route"),
(hotkey(Key::T), "show delays over time"),
(hotkey(Key::P), "show bus passengers"),
(hotkey(Key::S), "change statistic"),
(hotkey(Key::H), "help"),
],
ctx,
)
@ -129,17 +131,6 @@ impl GameplayState for OptimizeBus {
},
))));
}
if self.menu.action("help") {
return Some(Transition::Push(msg(
"Help",
vec![
"First find where the bus gets stuck.",
"Then use edit mode to try to speed things up.",
"Try making dedicated bus lanes",
"and adjusting traffic signals.",
],
)));
}
None
}