rename the main editor crate to game -- map editing is just a tiny piece ;)

This commit is contained in:
Dustin Carlino 2019-09-07 13:09:09 -07:00
parent 4410c4977b
commit caaf0954ab
79 changed files with 44 additions and 43 deletions

2
.gitignore vendored
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@ -4,7 +4,7 @@
data/ab_test_saves/*
data/ab_tests/*
data/editor_state/*
data/camera_state/*
data/edits/*
data/input/*
data/maps/*

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@ -3,9 +3,9 @@
members = [
"abstutil",
"convert_osm",
"editor",
"ezgui",
"fix_map_geom",
"game",
"geom",
"gtfs",
"headless",

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@ -84,8 +84,8 @@ pub fn path_raw_map(map_name: &str) -> String {
format!("../data/raw_maps/{}.bin", map_name)
}
pub fn path_editor_state(map_name: &str) -> String {
format!("../data/editor_state/{}.json", map_name)
pub fn path_camera_state(map_name: &str) -> String {
format!("../data/camera_state/{}.json", map_name)
}
pub fn path_pending_screenshots(map_name: &str) -> String {

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@ -15,6 +15,6 @@ if arg.startswith('http://most/'):
if arg.startswith('http://tail/'):
os.execvp('urxvt', ['urxvt', '-e', 'sh', '-c', 'tail -f ' + arg[len('http://tail/'):]])
elif arg.startswith('http://ui/'):
os.execvp('urxvt', ['urxvt', '-e', 'sh', '-c', 'cd ~/abstreet/editor; cargo run ' + arg[len('http://ui/'):]])
os.execvp('urxvt', ['urxvt', '-e', 'sh', '-c', 'cd ~/abstreet/game; cargo run ' + arg[len('http://ui/'):]])
else:
os.execvp('xdg-open', ['xdg-open', arg])

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@ -35,7 +35,7 @@ If you build from source, you won't have the convenient launcher scripts
referenced below. Instead:
```
cd editor
cd game
cargo run --release
```

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@ -113,7 +113,7 @@ macro cleverness could avoid this.
No surprises here: compile times suck. It's especially frustrating to add a few
lines to `geom` for debugging (not affecting any of the crate's external APIs),
then wait for the dependent crates `map_model`, `sim`, and `editor` to recompile
then wait for the dependent crates `map_model`, `sim`, and `game` to recompile
(or maybe just link again, but it sure is slow). It's also frustrating to
recompile all dependencies from scratch when I switch between compiling for
Linux and Windows.
@ -128,7 +128,7 @@ something awkwardly, but mostly it's forced me to avoid bad ideas.
## Appendix: Code organization
If you're going to dig into the code, it helps to know what all the crates are.
The most interesting crates are `map_model`, `sim`, and `editor`.
The most interesting crates are `map_model`, `sim`, and `game`.
Constructing the map:
@ -152,7 +152,7 @@ Traffic simulation:
Graphics:
- `editor`: the GUI and main gameplay
- `game`: the GUI and main gameplay
- `ezgui`: an immediate-mode GUI library
Common utilities:

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@ -164,7 +164,7 @@ do exactly this.
A/B Street imports data from PSRC using the `popdat` crate (the canonically
trendy rendering of "population data"). This is further processed in
`editor/src/mission/trips.rs`.
`game/src/mission/trips.rs`.
## Appendix: discrete-time simulation

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@ -4,7 +4,8 @@ Find packages to upgrade: `cargo outdated -R`
Deal with compile tile: `cargo bloat --time`
Find why two binary crates aren't sharing dependencies: https://old.reddit.com/r/rust/comments/cqceu4/common_crates_in_cargo_workspace_recompiled/
Find why two binary crates aren't sharing dependencies:
https://old.reddit.com/r/rust/comments/cqceu4/common_crates_in_cargo_workspace_recompiled/
Where's a dependency coming from? `cargo tree -i -p syn`
@ -13,9 +14,9 @@ Diff screencaps: http://www.imagemagick.org/Usage/compare/#methods
Debug OpenGL calls:
```
apitrace trace --api gl ../target/debug/editor ../data/raw_maps/montlake.bin
qapitrace editor.trace
apitrace dump editor.trace
apitrace trace --api gl ../target/debug/game ../data/raw_maps/montlake.bin
qapitrace game.trace
apitrace dump game.trace
```
Understand XML: just use firefox
@ -26,10 +27,10 @@ Understand XML: just use firefox
Follow Usage from https://crates.io/crates/cpuprofiler
Run editor or headless with `--enable_profiler`
Run game or headless with `--enable_profiler`
```
google-pprof --no_strip_temp ../target/debug/editor profile
google-pprof --no_strip_temp ../target/debug/game profile
google-pprof --no_strip_temp ../target/release/headless profile
top30 --cum
```
@ -49,8 +50,8 @@ Then:
```
sudo systemctl start docker
cross build --release --target x86_64-pc-windows-gnu --bin editor
wine target/x86_64-pc-windows-gnu/release/editor.exe data/maps/montlake.bin
cross build --release --target x86_64-pc-windows-gnu --bin game
wine target/x86_64-pc-windows-gnu/release/game.exe data/maps/montlake.bin
```
## Markdown

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@ -20,7 +20,7 @@ cargo run --release -- ../data/raw_maps/your_city.bin
```
You should now be able to load the map using the option from the main game menu,
or by running `cd editor; cargo run --release ../data/maps/your_city.bin`.
or by running `cd game; cargo run --release ../data/maps/your_city.bin`.
## Future work

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@ -1,5 +1,5 @@
[package]
name = "editor"
name = "game"
version = "0.1.0"
authors = ["Dustin Carlino <dabreegster@gmail.com>"]
edition = "2018"

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@ -144,11 +144,11 @@ impl GUI for Game {
println!("Secondary sim:");
s.sim.dump_before_abort();
}
self.ui.save_editor_state(canvas);
self.ui.save_camera_state(canvas);
}
fn before_quit(&self, canvas: &Canvas) {
self.ui.save_editor_state(canvas);
self.ui.save_camera_state(canvas);
self.ui.cs.save();
println!("Saved data/color_scheme.json");
}

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@ -166,7 +166,7 @@ fn splash_screen(
.filter(|n| n != current_map)
.collect()
}) {
ui.save_editor_state(ctx.canvas);
ui.save_camera_state(ctx.canvas);
// This retains no state, but that's probably fine.
let mut flags = ui.primary.current_flags.clone();
flags.sim_flags.load = PathBuf::from(abstutil::path_map(&name));

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@ -46,8 +46,8 @@ impl UI {
if splash {
ctx.canvas.center_on_map_pt(rand_focus_pt);
} else {
let path = abstutil::path_editor_state(primary.map.get_name());
match abstutil::read_json::<EditorState>(&path) {
let path = abstutil::path_camera_state(primary.map.get_name());
match abstutil::read_json::<CameraState>(&path) {
Ok(ref loaded) => {
println!("Loaded {}", path);
ctx.canvas.cam_x = loaded.cam_x;
@ -350,21 +350,21 @@ impl UI {
borrows
}
pub fn save_editor_state(&self, canvas: &Canvas) {
let state = EditorState {
pub fn save_camera_state(&self, canvas: &Canvas) {
let state = CameraState {
map_name: self.primary.map.get_name().clone(),
cam_x: canvas.cam_x,
cam_y: canvas.cam_y,
cam_zoom: canvas.cam_zoom,
};
let path = abstutil::path_editor_state(&state.map_name);
let path = abstutil::path_camera_state(&state.map_name);
abstutil::write_json(&path, &state).unwrap();
println!("Saved {}", path);
}
}
#[derive(Serialize, Deserialize, Debug)]
struct EditorState {
struct CameraState {
pub map_name: String,
pub cam_x: f64,
pub cam_y: f64,
@ -423,7 +423,7 @@ impl ShowObject for ShowEverything {
}
#[derive(StructOpt, Debug, Clone)]
#[structopt(name = "editor")]
#[structopt(name = "game")]
pub struct Flags {
#[structopt(flatten)]
pub sim_flags: SimFlags,

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@ -345,7 +345,7 @@ pub fn trips_to_scenario(map: &Map, t1: Duration, t2: Duration, timer: &mut Time
.flatten()
.collect();
// This is another variation of the 'recycle' algorithm in editor's ScenarioManager.
// This is another variation of the 'recycle' algorithm in game's ScenarioManager.
let mut individ_parked_cars = BTreeMap::new();
let mut avail_per_bldg = BTreeMap::new();
for b in map.all_buildings() {

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@ -13,9 +13,9 @@ common_release $OUT
cp release/play_abstreet.sh $OUT
mkdir $OUT/editor
cargo build --release --bin editor
cp target/release/editor $OUT/editor
mkdir $OUT/game
cargo build --release --bin game
cp target/release/game $OUT/game
zip -r $OUT $OUT
rm -rf $OUT

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@ -1,2 +1,2 @@
cd editor
editor.exe > ..\\output.txt
cd game
game.exe > ..\\output.txt

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@ -1,4 +1,4 @@
#!/bin/bash
cd editor
./editor
cd game
./game

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@ -10,9 +10,9 @@ common_release $OUT
cp release/play_abstreet.bat $OUT
mkdir $OUT/editor
cross build --release --target x86_64-pc-windows-gnu --bin editor
cp target/x86_64-pc-windows-gnu/release/editor.exe $OUT/editor
mkdir $OUT/game
cross build --release --target x86_64-pc-windows-gnu --bin game
cp target/x86_64-pc-windows-gnu/release/game.exe $OUT/game
zip -r $OUT $OUT
rm -rf $OUT

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@ -2,7 +2,7 @@ use crate::{CarID, PedestrianID, VehicleType};
use geom::{Angle, Distance, Duration, PolyLine, Pt2D};
use map_model::{Map, Traversable, TurnID};
// Intermediate structures so that sim and editor crates don't have a cyclic dependency.
// Intermediate structures so that sim and game crates don't have a cyclic dependency.
#[derive(Clone)]
pub struct DrawPedestrianInput {
pub id: PedestrianID,