make sim ctrl plugin advance dual sims and print some OSD and side panel

stuff appropriately
This commit is contained in:
Dustin Carlino 2018-10-08 16:40:33 -07:00
parent b684505ca6
commit df927c5829
3 changed files with 99 additions and 74 deletions

View File

@ -1,13 +1,10 @@
// Copyright 2018 Google LLC, licensed under http://www.apache.org/licenses/LICENSE-2.0
use abstutil::elapsed_seconds;
use control::ControlMap;
use ezgui::{Canvas, EventLoopMode, GfxCtx, Text, UserInput, TOP_RIGHT};
use map_model::Map;
use objects::{ID, SIM};
use piston::input::Key;
use sim::{Benchmark, ScoreSummary, Sim, TIMESTEP};
use sim::{Benchmark, ScoreSummary, TIMESTEP};
use std::time::{Duration, Instant};
use ui::PerMapUI;
const ADJUST_SPEED: f64 = 0.1;
@ -18,7 +15,7 @@ pub struct SimController {
benchmark: Option<Benchmark>,
sim_speed: String,
show_side_panel: bool,
last_summary: Option<ScoreSummary>,
last_summary: Option<Text>,
}
impl SimController {
@ -36,18 +33,13 @@ impl SimController {
pub fn event(
&mut self,
input: &mut UserInput,
map: &Map,
control_map: &ControlMap,
sim: &mut Sim,
selected: Option<ID>,
primary: &mut PerMapUI,
secondary: &mut Option<PerMapUI>,
osd: &mut Text,
) -> EventLoopMode {
if input.unimportant_key_pressed(Key::Period, SIM, "Toggle the sim info sidepanel") {
self.show_side_panel = !self.show_side_panel;
}
if input.unimportant_key_pressed(Key::S, SIM, "Seed the map with agents") {
sim.small_spawn(map);
}
if input.unimportant_key_pressed(Key::LeftBracket, SIM, "slow down sim") {
self.desired_speed -= ADJUST_SPEED;
self.desired_speed = self.desired_speed.max(0.0);
@ -55,14 +47,22 @@ impl SimController {
if input.unimportant_key_pressed(Key::RightBracket, SIM, "speed up sim") {
self.desired_speed += ADJUST_SPEED;
}
if input.unimportant_key_pressed(Key::O, SIM, "save sim state") {
sim.save();
primary.sim.save();
if let Some(s) = secondary {
s.sim.save();
}
}
if input.unimportant_key_pressed(Key::P, SIM, "load sim state") {
match sim.load_most_recent() {
match primary.sim.load_most_recent() {
Ok(new_sim) => {
*sim = new_sim;
primary.sim = new_sim;
self.benchmark = None;
if let Some(s) = secondary {
s.sim = s.sim.load_most_recent().unwrap();
}
}
Err(e) => error!("Couldn't load savestate: {}", e),
};
@ -76,54 +76,83 @@ impl SimController {
} else {
if input.unimportant_key_pressed(Key::Space, SIM, "run sim") {
self.last_step = Some(Instant::now());
self.benchmark = Some(sim.start_benchmark());
self.benchmark = Some(primary.sim.start_benchmark());
} else if input.unimportant_key_pressed(Key::M, SIM, "run one step") {
sim.step(map, control_map);
primary.sim.step(&primary.map, &primary.control_map);
if let Some(s) = secondary {
s.sim.step(&s.map, &s.control_map);
}
}
}
match selected {
// Interactively spawning stuff would ruin an A/B test, don't allow it
if secondary.is_none() {
if input.unimportant_key_pressed(Key::S, SIM, "Seed the map with agents") {
primary.sim.small_spawn(&primary.map);
}
match primary.current_selection {
Some(ID::Car(id)) => {
if input.key_pressed(Key::A, "start this parked car") {
sim.start_parked_car(map, id);
primary.sim.start_parked_car(&primary.map, id);
}
}
Some(ID::Lane(id)) => {
if map.get_l(id).is_sidewalk()
if primary.map.get_l(id).is_sidewalk()
&& input.key_pressed(Key::A, "spawn a pedestrian here")
{
sim.spawn_pedestrian(map, id);
primary.sim.spawn_pedestrian(&primary.map, id);
}
}
_ => {}
}
}
if input.is_update_event() {
if let Some(tick) = self.last_step {
// TODO https://gafferongames.com/post/fix_your_timestep/
let dt_s = elapsed_seconds(tick);
if dt_s >= TIMESTEP.value_unsafe / self.desired_speed {
sim.step(map, control_map);
primary.sim.step(&primary.map, &primary.control_map);
if let Some(s) = secondary {
s.sim.step(&s.map, &s.control_map);
}
self.last_step = Some(Instant::now());
}
if let Some(ref mut b) = self.benchmark {
if b.has_real_time_passed(Duration::from_secs(1)) {
self.sim_speed = format!("{0:.2}x", sim.measure_speed(b));
// I think the benchmark should naturally account for the delay of the
// secondary sim.
self.sim_speed = format!("{0:.2}x", primary.sim.measure_speed(b));
}
}
}
}
osd.pad_if_nonempty();
osd.add_line(sim.summary());
osd.add_line(primary.sim.summary());
if let Some(s) = secondary {
osd.add_line("A/B test running!".to_string());
osd.add_line(s.sim.summary());
}
osd.add_line(format!(
"Speed: {0} / desired {1:.2}x",
self.sim_speed, self.desired_speed
));
if self.show_side_panel {
self.last_summary = Some(sim.get_score());
let mut txt = Text::new();
if let Some(s) = secondary {
// TODO More coloring
txt.add_line("Primary sim".to_string());
summarize(&mut txt, primary.sim.get_score());
txt.add_line("".to_string());
txt.add_line("Secondary sim".to_string());
summarize(&mut txt, s.sim.get_score());
} else {
summarize(&mut txt, primary.sim.get_score());
}
self.last_summary = Some(txt);
} else {
self.last_summary = None;
}
@ -136,9 +165,13 @@ impl SimController {
}
pub fn draw(&self, g: &mut GfxCtx, canvas: &Canvas) {
if let Some(ref summary) = self.last_summary {
let mut txt = Text::new();
if let Some(ref txt) = self.last_summary {
canvas.draw_text(g, txt.clone(), TOP_RIGHT);
}
}
}
fn summarize(txt: &mut Text, summary: ScoreSummary) {
txt.add_styled_line(
"Walking".to_string(),
[0.0, 0.0, 0.0, 1.0],
@ -162,8 +195,4 @@ impl SimController {
summary.pending_driving_trips
));
txt.add_line(format!(" {} total", summary.total_driving_trip_time));
canvas.draw_text(g, txt, TOP_RIGHT);
}
}
}

View File

@ -261,12 +261,12 @@ impl UIWrapper {
// TODO How can we arrange the code so that we statically know that we don't pass anything from UI
// to something in PerMapUI?
pub struct PerMapUI {
map: Map,
pub map: Map,
draw_map: DrawMap,
control_map: ControlMap,
sim: Sim,
pub control_map: ControlMap,
pub sim: Sim,
current_selection: Option<ID>,
pub current_selection: Option<ID>,
current_flags: SimFlags,
// Anything that holds onto any kind of ID has to live here!
@ -342,7 +342,6 @@ struct UI {
search_state: SearchState,
warp: WarpState,
osm_classifier: OsmClassifier,
// TODO This one has per-sim state right now, but soon will understand how to handle two sims.
sim_ctrl: SimController,
color_picker: ColorPicker,
ab_test_manager: ABTestManager,
@ -449,14 +448,9 @@ impl UI {
}
// Sim controller plugin is kind of always active? If nothing else ran, let it use keys.
let result = self.sim_ctrl.event(
&mut input,
&self.primary.map,
&self.primary.control_map,
&mut self.primary.sim,
self.primary.current_selection,
osd,
);
let result = self
.sim_ctrl
.event(&mut input, &mut self.primary, &mut self.secondary, osd);
input.populate_osd(osd);
result
}

View File

@ -12,6 +12,7 @@ const FONT_SIZE: u32 = 24;
// TODO this is a hack, need a glyphs.height() method as well!
pub const LINE_HEIGHT: f64 = 22.0;
#[derive(Clone)]
struct TextSpan {
text: String,
fg_color: Color,
@ -31,6 +32,7 @@ impl TextSpan {
}
// TODO parse style from markup tags
#[derive(Clone)]
pub struct Text {
lines: Vec<Vec<TextSpan>>,
bg_color: Color,