mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-12-26 16:02:23 +03:00
remove legacy mode, UI's new_event, the top_menu... impl GUI on Game, no
more forwarding to UI ever
This commit is contained in:
parent
9ed882a31c
commit
a72e779a89
@ -5,7 +5,7 @@ use crate::mission::MissionEditMode;
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use crate::sandbox::SandboxMode;
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use crate::state::{Flags, UIState};
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use crate::tutorial::TutorialMode;
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use crate::ui::{EditorState, UI};
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use crate::ui::{EditorState, ShowEverything, UI};
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use abstutil::elapsed_seconds;
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use ezgui::{
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Canvas, EventCtx, EventLoopMode, GfxCtx, Key, LogScroller, ModalMenu, Prerender, TopMenu,
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@ -15,6 +15,7 @@ use geom::{Duration, Line, Pt2D, Speed};
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use map_model::Map;
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use rand::Rng;
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use rand_xorshift::XorShiftRng;
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use std::collections::HashMap;
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use std::path::PathBuf;
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use std::time::Instant;
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@ -27,7 +28,6 @@ pub struct GameState {
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pub enum Mode {
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SplashScreen(Wizard, Option<(Screensaver, XorShiftRng)>),
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Legacy,
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Edit(EditMode),
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Tutorial(TutorialMode),
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Sandbox(SandboxMode),
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@ -70,13 +70,149 @@ impl GameState {
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}
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impl GUI for GameState {
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// TODO Totally get rid of this...
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fn top_menu(&self, canvas: &Canvas) -> Option<TopMenu> {
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self.ui.top_menu(canvas)
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fn top_menu(&self, _: &Canvas) -> Option<TopMenu> {
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None
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}
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fn modal_menus(&self) -> Vec<ModalMenu> {
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self.ui.modal_menus()
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vec![
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ModalMenu::new(
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"Map Edit Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::S, "save edits"),
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(Key::L, "load different edits"),
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],
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),
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ModalMenu::new(
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"Stop Sign Editor",
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vec![(Key::Escape, "quit"), (Key::R, "reset to default")],
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),
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ModalMenu::new(
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"Traffic Signal Editor",
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vec![
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(Key::Escape, "quit"),
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(Key::D, "change cycle duration"),
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(Key::P, "choose a preset signal"),
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(Key::K, "move current cycle up"),
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(Key::J, "move current cycle down"),
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(Key::UpArrow, "select previous cycle"),
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(Key::DownArrow, "select next cycle"),
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(Key::Backspace, "delete current cycle"),
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(Key::N, "add a new empty cycle"),
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(Key::M, "add a new pedestrian scramble cycle"),
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],
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),
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ModalMenu::new(
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"Sandbox Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::LeftBracket, "slow down sim"),
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(Key::RightBracket, "speed up sim"),
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(Key::O, "save sim state"),
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(Key::Y, "load previous sim state"),
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(Key::U, "load next sim state"),
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(Key::Space, "run/pause sim"),
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(Key::M, "run one step of sim"),
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(Key::X, "reset sim"),
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(Key::S, "seed the sim with agents"),
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// TODO Strange to always have this. Really it's a case of stacked modal?
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(Key::F, "stop following agent"),
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(Key::R, "stop showing agent's route"),
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// TODO This should probably be a debug thing instead
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(Key::L, "show/hide route for all agents"),
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(Key::A, "show/hide active traffic"),
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(Key::T, "start time traveling"),
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],
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),
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ModalMenu::new("Agent Spawner", vec![(Key::Escape, "quit")]),
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ModalMenu::new(
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"Time Traveler",
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vec![
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(Key::Escape, "quit"),
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(Key::Comma, "rewind"),
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(Key::Dot, "forwards"),
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],
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),
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ModalMenu::new(
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"Debug Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::C, "show/hide chokepoints"),
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(Key::O, "clear original roads shown"),
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(Key::K, "unhide everything"),
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(Key::Num1, "show/hide buildings"),
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(Key::Num2, "show/hide intersections"),
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(Key::Num3, "show/hide lanes"),
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(Key::Num4, "show/hide areas"),
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(Key::Num5, "show/hide extra shapes"),
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(Key::Num6, "show/hide geometry debug mode"),
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(Key::F1, "screenshot everything"),
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(Key::Slash, "search OSM metadata"),
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(Key::M, "clear OSM search results"),
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(Key::S, "configure colors"),
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(Key::N, "show/hide neighborhood summaries"),
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],
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),
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ModalMenu::new(
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"Polygon Debugger",
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vec![
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(Key::Escape, "quit"),
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(Key::Dot, "next item"),
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(Key::Comma, "prev item"),
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(Key::F, "first item"),
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(Key::L, "last item"),
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],
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),
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ModalMenu::new(
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"Color Picker",
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vec![(Key::Backspace, "revert"), (Key::Escape, "finalize")],
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),
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ModalMenu::new(
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"Mission Edit Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::N, "manage neighborhoods"),
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(Key::W, "manage scenarios"),
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],
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),
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ModalMenu::new(
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"A/B Test Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::LeftBracket, "slow down sim"),
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(Key::RightBracket, "speed up sim"),
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(Key::Space, "run/pause sim"),
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(Key::M, "run one step of sim"),
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(Key::S, "swap"),
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(Key::D, "diff all trips"),
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(Key::B, "stop diffing trips"),
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],
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),
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ModalMenu::new(
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"Neighborhood Editor",
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vec![
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(Key::Escape, "quit"),
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(Key::S, "save"),
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(Key::X, "export as an Osmosis polygon filter"),
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(Key::P, "add a new point"),
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],
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),
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ModalMenu::new(
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"Scenario Editor",
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vec![
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(Key::Escape, "quit"),
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(Key::S, "save"),
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(Key::E, "edit"),
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(Key::I, "instantiate"),
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(Key::V, "visualize"),
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],
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),
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ModalMenu::new(
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"A/B Test Editor",
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vec![(Key::Escape, "quit"), (Key::R, "run A/B test")],
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),
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]
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}
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fn event(&mut self, ctx: &mut EventCtx) -> EventLoopMode {
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@ -90,18 +226,11 @@ impl GUI for GameState {
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{
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self.mode = new_mode;
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} else if wizard.aborted() {
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self.ui.before_quit(ctx.canvas);
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self.before_quit(ctx.canvas);
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std::process::exit(0);
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}
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EventLoopMode::Animation
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}
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Mode::Legacy => {
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let (event_mode, pause) = self.ui.new_event(ctx);
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if pause {
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self.mode = Mode::SplashScreen(Wizard::new(), None);
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}
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event_mode
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}
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Mode::Edit(_) => EditMode::event(self, ctx),
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Mode::Tutorial(_) => TutorialMode::event(self, ctx),
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Mode::Sandbox(_) => SandboxMode::event(self, ctx),
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@ -114,10 +243,15 @@ impl GUI for GameState {
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fn draw(&self, g: &mut GfxCtx) {
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match self.mode {
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Mode::SplashScreen(ref wizard, _) => {
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self.ui.draw(g);
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self.ui.new_draw(
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g,
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None,
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HashMap::new(),
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&self.ui.state.primary.sim,
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&ShowEverything::new(),
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);
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wizard.draw(g);
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}
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Mode::Legacy => self.ui.draw(g),
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Mode::Edit(_) => EditMode::draw(self, g),
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Mode::Tutorial(_) => TutorialMode::draw(self, g),
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Mode::Sandbox(_) => SandboxMode::draw(self, g),
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@ -215,7 +349,6 @@ fn splash_screen(
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let debug = "Debug mode";
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let mission = "Mission Edit Mode";
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let abtest = "A/B Test Mode";
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let legacy = "Legacy mode (ignore this)";
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let about = "About";
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let quit = "Quit";
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@ -233,8 +366,7 @@ fn splash_screen(
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(Some(Key::D), debug),
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(Some(Key::M), mission),
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(Some(Key::A), abtest),
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(None, legacy),
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(Some(Key::A), about),
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(None, about),
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(None, quit),
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],
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)?
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@ -272,7 +404,6 @@ fn splash_screen(
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x if x == debug => break Some(Mode::Debug(DebugMode::new(ctx, ui))),
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x if x == mission => break Some(Mode::Mission(MissionEditMode::new())),
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x if x == abtest => break Some(Mode::ABTest(ABTestMode::new())),
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x if x == legacy => break Some(Mode::Legacy),
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x if x == about => {
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if wizard.acknowledge(LogScroller::new(
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"About A/B Street".to_string(),
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@ -290,7 +421,8 @@ fn splash_screen(
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}
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}
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x if x == quit => {
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ui.before_quit(ctx.canvas);
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// Not important to call before_quit... if we're here, we're bouncing around
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// aimlessly anyway
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std::process::exit(0);
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}
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_ => unreachable!(),
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@ -1,8 +1,10 @@
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use crate::game::{GameState, Mode};
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use crate::ui::ShowEverything;
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use ezgui::{
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EventCtx, EventLoopMode, GfxCtx, HorizontalAlignment, Key, Text, VerticalAlignment, Wizard, GUI,
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EventCtx, EventLoopMode, GfxCtx, HorizontalAlignment, Key, Text, VerticalAlignment, Wizard,
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};
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use geom::Pt2D;
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use std::collections::HashMap;
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// Does CommonState make sense?
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pub enum TutorialMode {
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@ -12,6 +14,8 @@ pub enum TutorialMode {
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impl TutorialMode {
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pub fn event(state: &mut GameState, ctx: &mut EventCtx) -> EventLoopMode {
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ctx.canvas.handle_event(ctx.input);
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match state.mode {
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Mode::Tutorial(TutorialMode::Part1(orig_center)) => {
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// TODO Zooming also changes this. :(
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@ -31,15 +35,17 @@ impl TutorialMode {
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_ => unreachable!(),
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}
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let (event_mode, pause) = state.ui.new_event(ctx);
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if pause {
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state.mode = Mode::SplashScreen(Wizard::new(), None);
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}
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event_mode
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EventLoopMode::InputOnly
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}
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pub fn draw(state: &GameState, g: &mut GfxCtx) {
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state.ui.draw(g);
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state.ui.new_draw(
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g,
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None,
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HashMap::new(),
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&state.ui.state.primary.sim,
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&ShowEverything::new(),
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);
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let mut txt = Text::new();
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match state.mode {
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206
editor/src/ui.rs
206
editor/src/ui.rs
@ -4,10 +4,7 @@ use crate::render::{
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};
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use crate::state::UIState;
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use abstutil;
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use ezgui::{
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Canvas, Color, EventCtx, EventLoopMode, Folder, GfxCtx, Key, ModalMenu, Prerender, Text,
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TopMenu, BOTTOM_LEFT, GUI,
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};
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use ezgui::{Canvas, Color, EventCtx, EventLoopMode, GfxCtx, Prerender, Text, BOTTOM_LEFT};
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use geom::{Bounds, Circle, Distance, Polygon};
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use map_model::{BuildingID, IntersectionID, LaneID, Traversable};
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use serde_derive::{Deserialize, Serialize};
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@ -20,178 +17,6 @@ pub struct UI {
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pub state: UIState,
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}
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impl GUI for UI {
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fn top_menu(&self, canvas: &Canvas) -> Option<TopMenu> {
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let mut folders = Vec::new();
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folders.push(Folder::new("File", vec![(Some(Key::Escape), "pause game")]));
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Some(TopMenu::new(folders, canvas))
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}
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fn modal_menus(&self) -> Vec<ModalMenu> {
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vec![
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ModalMenu::new(
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"Map Edit Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::S, "save edits"),
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(Key::L, "load different edits"),
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],
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),
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ModalMenu::new(
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"Stop Sign Editor",
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vec![(Key::Escape, "quit"), (Key::R, "reset to default")],
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),
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ModalMenu::new(
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"Traffic Signal Editor",
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vec![
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(Key::Escape, "quit"),
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(Key::D, "change cycle duration"),
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(Key::P, "choose a preset signal"),
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(Key::K, "move current cycle up"),
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(Key::J, "move current cycle down"),
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(Key::UpArrow, "select previous cycle"),
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(Key::DownArrow, "select next cycle"),
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(Key::Backspace, "delete current cycle"),
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(Key::N, "add a new empty cycle"),
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(Key::M, "add a new pedestrian scramble cycle"),
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],
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),
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ModalMenu::new(
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"Sandbox Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::LeftBracket, "slow down sim"),
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(Key::RightBracket, "speed up sim"),
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(Key::O, "save sim state"),
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(Key::Y, "load previous sim state"),
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(Key::U, "load next sim state"),
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(Key::Space, "run/pause sim"),
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(Key::M, "run one step of sim"),
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(Key::X, "reset sim"),
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(Key::S, "seed the sim with agents"),
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// TODO Strange to always have this. Really it's a case of stacked modal?
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(Key::F, "stop following agent"),
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(Key::R, "stop showing agent's route"),
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// TODO This should probably be a debug thing instead
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(Key::L, "show/hide route for all agents"),
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(Key::A, "show/hide active traffic"),
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(Key::T, "start time traveling"),
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],
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),
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ModalMenu::new("Agent Spawner", vec![(Key::Escape, "quit")]),
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ModalMenu::new(
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"Time Traveler",
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vec![
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(Key::Escape, "quit"),
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(Key::Comma, "rewind"),
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(Key::Dot, "forwards"),
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],
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),
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ModalMenu::new(
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"Debug Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::C, "show/hide chokepoints"),
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(Key::O, "clear original roads shown"),
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(Key::K, "unhide everything"),
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(Key::Num1, "show/hide buildings"),
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(Key::Num2, "show/hide intersections"),
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(Key::Num3, "show/hide lanes"),
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(Key::Num4, "show/hide areas"),
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(Key::Num5, "show/hide extra shapes"),
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(Key::Num6, "show/hide geometry debug mode"),
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(Key::F1, "screenshot everything"),
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(Key::Slash, "search OSM metadata"),
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(Key::M, "clear OSM search results"),
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(Key::S, "configure colors"),
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(Key::N, "show/hide neighborhood summaries"),
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],
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),
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ModalMenu::new(
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"Polygon Debugger",
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vec![
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(Key::Escape, "quit"),
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(Key::Dot, "next item"),
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(Key::Comma, "prev item"),
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(Key::F, "first item"),
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(Key::L, "last item"),
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],
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),
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ModalMenu::new(
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"Color Picker",
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vec![(Key::Backspace, "revert"), (Key::Escape, "finalize")],
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),
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ModalMenu::new(
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"Mission Edit Mode",
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vec![
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(Key::Escape, "quit"),
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(Key::N, "manage neighborhoods"),
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(Key::W, "manage scenarios"),
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],
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),
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ModalMenu::new(
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"A/B Test Mode",
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vec![
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(Key::Escape, "quit"),
|
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(Key::LeftBracket, "slow down sim"),
|
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(Key::RightBracket, "speed up sim"),
|
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(Key::Space, "run/pause sim"),
|
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(Key::M, "run one step of sim"),
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(Key::S, "swap"),
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(Key::D, "diff all trips"),
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(Key::B, "stop diffing trips"),
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],
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),
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ModalMenu::new(
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"Neighborhood Editor",
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vec![
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(Key::Escape, "quit"),
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(Key::S, "save"),
|
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(Key::X, "export as an Osmosis polygon filter"),
|
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(Key::P, "add a new point"),
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],
|
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),
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ModalMenu::new(
|
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"Scenario Editor",
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vec![
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(Key::Escape, "quit"),
|
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(Key::S, "save"),
|
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(Key::E, "edit"),
|
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(Key::I, "instantiate"),
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(Key::V, "visualize"),
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],
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),
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ModalMenu::new(
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"A/B Test Editor",
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vec![(Key::Escape, "quit"), (Key::R, "run A/B test")],
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),
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]
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}
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// TODO This hacky wrapper will soon disappear, when UI stops implementing GUI
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fn event(&mut self, ctx: &mut EventCtx) -> EventLoopMode {
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self.new_event(ctx).0
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}
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fn draw(&self, g: &mut GfxCtx) {
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self.new_draw(
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g,
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None,
|
||||
HashMap::new(),
|
||||
&self.state.primary.sim,
|
||||
&ShowEverything::new(),
|
||||
)
|
||||
}
|
||||
|
||||
fn dump_before_abort(&self, _: &Canvas) {}
|
||||
|
||||
fn before_quit(&self, _: &Canvas) {}
|
||||
|
||||
fn profiling_enabled(&self) -> bool {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
impl UI {
|
||||
pub fn new(state: UIState, canvas: &mut Canvas) -> UI {
|
||||
match abstutil::read_json::<EditorState>("../editor_state") {
|
||||
@ -232,35 +57,6 @@ impl UI {
|
||||
}
|
||||
}
|
||||
|
||||
// True if we should pause.
|
||||
pub fn new_event(&mut self, ctx: &mut EventCtx) -> (EventLoopMode, bool) {
|
||||
self.hints = RenderingHints {
|
||||
mode: EventLoopMode::InputOnly,
|
||||
osd: Text::new(),
|
||||
suppress_traffic_signal_details: None,
|
||||
hide_turn_icons: HashSet::new(),
|
||||
};
|
||||
|
||||
// First update the camera
|
||||
ctx.canvas.handle_event(ctx.input);
|
||||
|
||||
// Always handle mouseover
|
||||
self.state.primary.current_selection = self.handle_mouseover(
|
||||
ctx,
|
||||
None,
|
||||
&self.state.primary.sim,
|
||||
&ShowEverything::new(),
|
||||
false,
|
||||
);
|
||||
|
||||
ctx.input.populate_osd(&mut self.hints.osd);
|
||||
|
||||
(
|
||||
self.hints.mode.clone(),
|
||||
ctx.input.action_chosen("pause game"),
|
||||
)
|
||||
}
|
||||
|
||||
pub fn new_draw(
|
||||
&self,
|
||||
g: &mut GfxCtx,
|
||||
|
@ -40,6 +40,7 @@ impl<T: Clone> Menu<T> {
|
||||
// Calculate geometry.
|
||||
let mut txt = prompt.clone().unwrap_or_else(|| Text::new());
|
||||
let (_, prompt_height) = canvas.text_dims(&txt);
|
||||
// TODO Make sure hotkeys aren't used twice.
|
||||
for (hotkey, choice, _) in &choices {
|
||||
if let Some(key) = hotkey {
|
||||
txt.add_line(format!("{} - {}", key.describe(), choice));
|
||||
|
Loading…
Reference in New Issue
Block a user