1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
use crate::challenges::HighScore;
use crate::colors::ColorScheme;
use crate::helpers::ID;
use crate::layer::Layer;
use crate::options::Options;
use crate::render::{AgentCache, DrawMap, DrawOptions, Renderable, UnzoomedAgents};
use crate::sandbox::{GameplayMode, TutorialState};
use abstutil::{MeasureMemory, Timer};
use ezgui::{EventCtx, GfxCtx, Prerender};
use geom::{Bounds, Circle, Distance, Duration, Pt2D, Time};
use map_model::{IntersectionID, Map, Traversable};
use maplit::btreemap;
use rand::seq::SliceRandom;
use sim::{Analytics, GetDrawAgents, Sim, SimCallback, SimFlags};
use std::collections::BTreeMap;

pub struct App {
    // Naming is from older days when there was an A/B test, "side-by-side" mode. Keeping this
    // naming, because that mode will return someday.
    pub primary: PerMap,
    // Only exists in some gameplay modes. Must be carefully reset otherwise. Has the map and
    // scenario name too. TODO Embed that in Analytics directly instead.
    prebaked: Option<(String, String, Analytics)>,
    pub cs: ColorScheme,
    // TODO This is a bit weird to keep here; it's controlled almost entirely by the minimap panel.
    // It has no meaning in edit mode.
    pub unzoomed_agents: UnzoomedAgents,
    pub opts: Options,

    pub per_obj: PerObjectActions,
    pub layer: Option<Box<dyn Layer>>,

    // Static data that lasts the entire session. Use sparingly.
    pub session: SessionState,

    // Only filled out in edit mode. Stored here once to avoid lots of clones. Used for preview.
    pub suspended_sim: Option<Sim>,
}

impl App {
    pub fn new(flags: Flags, opts: Options, ctx: &mut EventCtx, splash: bool) -> App {
        let cs = ColorScheme::new(opts.color_scheme);
        ctx.set_style(cs.gui_style.clone());

        let primary = ctx.loading_screen("load map", |ctx, mut timer| {
            PerMap::new(flags, &cs, ctx, &mut timer)
        });

        let mut rng = primary.current_flags.sim_flags.make_rng();
        let rand_focus_pt = primary
            .map
            .all_buildings()
            .choose(&mut rng)
            .and_then(|b| ID::Building(b.id).canonical_point(&primary))
            .or_else(|| {
                primary
                    .map
                    .all_lanes()
                    .choose(&mut rng)
                    .and_then(|l| ID::Lane(l.id).canonical_point(&primary))
            })
            .expect("Can't get canonical_point of a random building or lane");
        let bounds = primary.map.get_bounds();
        ctx.canvas.map_dims = (bounds.width(), bounds.height());

        if splash {
            ctx.canvas.center_on_map_pt(rand_focus_pt);
        } else {
            if !ctx.canvas.load_camera_state(primary.map.get_name()) {
                println!("Couldn't load camera state, just focusing on an arbitrary building");
                ctx.canvas.center_on_map_pt(rand_focus_pt);
            }
        }

        App {
            primary,
            prebaked: None,
            unzoomed_agents: UnzoomedAgents::new(&cs),
            cs,
            opts,
            per_obj: PerObjectActions::new(),
            layer: None,
            session: SessionState::empty(),
            suspended_sim: None,
        }
    }

    pub fn has_prebaked(&self) -> Option<(&String, &String)> {
        self.prebaked.as_ref().map(|(m, s, _)| (m, s))
    }
    pub fn prebaked(&self) -> &Analytics {
        &self.prebaked.as_ref().unwrap().2
    }
    pub fn set_prebaked(&mut self, prebaked: Option<(String, String, Analytics)>) {
        self.prebaked = prebaked;

        if false {
            if let Some((_, _, ref a)) = self.prebaked {
                use abstutil::{prettyprint_usize, serialized_size_bytes};
                println!(
                    "- road_thruput: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.road_thruput))
                );
                println!(
                    "- intersection_thruput: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.intersection_thruput))
                );
                println!(
                    "- traffic_signal_thruput: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.traffic_signal_thruput))
                );
                println!(
                    "- demand : {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.demand))
                );
                println!(
                    "- bus_arrivals : {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.bus_arrivals))
                );
                println!(
                    "- passengers_boarding: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.passengers_boarding))
                );
                println!(
                    "- passengers_alighting: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.passengers_alighting))
                );
                println!(
                    "- started_trips: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.started_trips))
                );
                println!(
                    "- finished_trips: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.finished_trips))
                );
                println!(
                    "- trip_log: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.trip_log))
                );
                println!(
                    "- intersection_delays: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.intersection_delays))
                );
                println!(
                    "- parking_lane_changes: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.parking_lane_changes))
                );
                println!(
                    "- parking_lot_changes: {} bytes",
                    prettyprint_usize(serialized_size_bytes(&a.parking_lot_changes))
                );
            }
        }
    }

    pub fn switch_map(&mut self, ctx: &mut EventCtx, load: String) {
        ctx.canvas.save_camera_state(self.primary.map.get_name());
        let mut flags = self.primary.current_flags.clone();
        flags.sim_flags.load = load;
        let session = std::mem::replace(&mut self.session, SessionState::empty());
        *self = App::new(flags, self.opts.clone(), ctx, false);
        self.session = session;
    }

    pub fn draw(
        &self,
        g: &mut GfxCtx,
        opts: DrawOptions,
        source: &dyn GetDrawAgents,
        show_objs: &dyn ShowObject,
    ) {
        let mut sample_intersection: Option<String> = None;

        g.clear(self.cs.void_background);
        g.redraw(&self.primary.draw_map.boundary_polygon);

        if g.canvas.cam_zoom < self.opts.min_zoom_for_detail && !g.is_screencap() {
            // Unzoomed mode
            let layers = show_objs.layers();
            if layers.show_areas {
                g.redraw(&self.primary.draw_map.draw_all_areas);
            }
            if layers.show_parking_lots {
                g.redraw(&self.primary.draw_map.draw_all_unzoomed_parking_lots);
            }
            if layers.show_intersections || layers.show_lanes {
                g.redraw(
                    &self
                        .primary
                        .draw_map
                        .draw_all_unzoomed_roads_and_intersections,
                );
            }
            if layers.show_buildings {
                g.redraw(&self.primary.draw_map.draw_all_buildings);
                // Not the building paths
            }

            // Still show some shape selection when zoomed out.
            // TODO Refactor! Ideally use get_obj
            if let Some(ID::Area(id)) = self.primary.current_selection {
                g.draw_polygon(
                    self.cs.selected,
                    self.primary
                        .draw_map
                        .get_a(id)
                        .get_outline(&self.primary.map),
                );
            } else if let Some(ID::Road(id)) = self.primary.current_selection {
                g.draw_polygon(
                    self.cs.selected,
                    self.primary
                        .draw_map
                        .get_r(id)
                        .get_outline(&self.primary.map),
                );
            } else if let Some(ID::Intersection(id)) = self.primary.current_selection {
                // Actually, don't use get_outline here! Full polygon is easier to see.
                g.draw_polygon(self.cs.selected, self.primary.map.get_i(id).polygon.clone());
            } else if let Some(ID::Building(id)) = self.primary.current_selection {
                g.draw_polygon(self.cs.selected, self.primary.map.get_b(id).polygon.clone());
            }

            let mut cache = self.primary.draw_map.agents.borrow_mut();
            cache.draw_unzoomed_agents(
                source,
                &self.primary.map,
                &self.unzoomed_agents,
                g,
                if self.opts.large_unzoomed_agents {
                    Some(Distance::meters(10.0) / g.canvas.cam_zoom)
                } else {
                    None
                },
                self.opts.debug_all_agents,
                &self.cs,
            );
        } else {
            let mut cache = self.primary.draw_map.agents.borrow_mut();
            let objects = self.get_renderables_back_to_front(
                g.get_screen_bounds(),
                &g.prerender,
                &mut cache,
                source,
                show_objs,
            );

            let mut drawn_all_buildings = false;
            let mut drawn_all_areas = false;

            for obj in objects {
                obj.draw(g, self, &opts);

                match obj.get_id() {
                    ID::Building(_) => {
                        if !drawn_all_buildings {
                            g.redraw(&self.primary.draw_map.draw_all_building_paths);
                            g.redraw(&self.primary.draw_map.draw_all_buildings);
                            g.redraw(&self.primary.draw_map.draw_all_building_outlines);
                            drawn_all_buildings = true;
                        }
                    }
                    ID::Area(_) => {
                        if !drawn_all_areas {
                            g.redraw(&self.primary.draw_map.draw_all_areas);
                            drawn_all_areas = true;
                        }
                    }
                    _ => {}
                };

                if self.primary.current_selection == Some(obj.get_id()) {
                    g.draw_polygon(self.cs.selected, obj.get_outline(&self.primary.map));
                }

                if g.is_screencap() && sample_intersection.is_none() {
                    if let ID::Intersection(id) = obj.get_id() {
                        sample_intersection = Some(format!("_i{}", id.0));
                    }
                }
            }
        }

        if let Some(i) = sample_intersection {
            g.set_screencap_naming_hint(i);
        }
    }

    // Assumes some defaults.
    pub fn recalculate_current_selection(&mut self, ctx: &EventCtx) {
        self.primary.current_selection = self.calculate_current_selection(
            ctx,
            &self.primary.sim,
            &ShowEverything::new(),
            false,
            false,
            false,
        );
    }

    // Because we have to sometimes borrow part of self for GetDrawAgents, this just returns the
    // Option<ID> that the caller should assign. When this monolithic UI nonsense is dismantled,
    // this weirdness goes away.
    pub fn calculate_current_selection(
        &self,
        ctx: &EventCtx,
        source: &dyn GetDrawAgents,
        show_objs: &dyn ShowObject,
        debug_mode: bool,
        unzoomed_roads_and_intersections: bool,
        unzoomed_buildings: bool,
    ) -> Option<ID> {
        // Unzoomed mode. Ignore when debugging areas.
        if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail
            && !(debug_mode || unzoomed_roads_and_intersections || unzoomed_buildings)
        {
            return None;
        }

        let pt = ctx.canvas.get_cursor_in_map_space()?;

        let mut cache = self.primary.draw_map.agents.borrow_mut();
        let mut objects = self.get_renderables_back_to_front(
            Circle::new(pt, Distance::meters(3.0)).get_bounds(),
            ctx.prerender,
            &mut cache,
            source,
            show_objs,
        );
        objects.reverse();

        for obj in objects {
            match obj.get_id() {
                ID::Area(_) => {
                    if !debug_mode {
                        continue;
                    }
                }
                ID::Road(_) => {
                    if !unzoomed_roads_and_intersections
                        || ctx.canvas.cam_zoom >= self.opts.min_zoom_for_detail
                    {
                        continue;
                    }
                }
                ID::Intersection(_) => {
                    if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail
                        && !unzoomed_roads_and_intersections
                    {
                        continue;
                    }
                }
                ID::Building(_) => {
                    if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail && !unzoomed_buildings {
                        continue;
                    }
                }
                _ => {
                    if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail {
                        continue;
                    }
                }
            }
            if obj.contains_pt(pt, &self.primary.map) {
                return Some(obj.get_id());
            }
        }
        None
    }

    // TODO This could probably belong to DrawMap again, but it's annoying to plumb things that
    // State does, like show_icons_for() and show().
    fn get_renderables_back_to_front<'a>(
        &'a self,
        bounds: Bounds,
        prerender: &Prerender,
        agents: &'a mut AgentCache,
        source: &dyn GetDrawAgents,
        show_objs: &dyn ShowObject,
    ) -> Vec<&'a (dyn Renderable + 'a)> {
        let map = &self.primary.map;
        let draw_map = &self.primary.draw_map;

        let mut areas: Vec<&dyn Renderable> = Vec::new();
        let mut parking_lots: Vec<&dyn Renderable> = Vec::new();
        let mut lanes: Vec<&dyn Renderable> = Vec::new();
        let mut roads: Vec<&dyn Renderable> = Vec::new();
        let mut intersections: Vec<&dyn Renderable> = Vec::new();
        let mut buildings: Vec<&dyn Renderable> = Vec::new();
        let mut bus_stops: Vec<&dyn Renderable> = Vec::new();
        let mut agents_on: Vec<Traversable> = Vec::new();

        for id in draw_map.get_matching_objects(bounds) {
            if !show_objs.show(&id) {
                continue;
            }
            match id {
                ID::Area(id) => areas.push(draw_map.get_a(id)),
                ID::Lane(id) => {
                    lanes.push(draw_map.get_l(id));
                    agents_on.push(Traversable::Lane(id));
                    for bs in &map.get_l(id).bus_stops {
                        if show_objs.show(&ID::BusStop(*bs)) {
                            bus_stops.push(draw_map.get_bs(*bs));
                        }
                    }
                }
                ID::Road(id) => {
                    roads.push(draw_map.get_r(id));
                }
                ID::Intersection(id) => {
                    intersections.push(draw_map.get_i(id));
                    for t in &map.get_i(id).turns {
                        agents_on.push(Traversable::Turn(*t));
                    }
                }
                ID::Building(id) => buildings.push(draw_map.get_b(id)),
                ID::ParkingLot(id) => {
                    parking_lots.push(draw_map.get_pl(id));
                    // Slight hack
                    agents_on.push(Traversable::Lane(map.get_pl(id).driving_pos.lane()));
                }

                ID::BusStop(_) | ID::Car(_) | ID::Pedestrian(_) | ID::PedCrowd(_) => {
                    panic!("{:?} shouldn't be in the quadtree", id)
                }
            }
        }

        // From background to foreground Z-order
        let mut borrows: Vec<&dyn Renderable> = Vec::new();
        borrows.extend(areas);
        borrows.extend(parking_lots);
        borrows.extend(lanes);
        borrows.extend(roads);
        borrows.extend(intersections);
        borrows.extend(buildings);
        borrows.extend(bus_stops);

        // Expand all of the Traversables into agents, populating the cache if needed.
        {
            for on in &agents_on {
                agents.populate_if_needed(*on, map, source, &self.cs, prerender);
            }
        }

        for on in agents_on {
            for obj in agents.get(on) {
                borrows.push(obj);
            }
        }

        borrows.retain(|x| x.get_zorder() <= self.primary.show_zorder);

        // This is a stable sort.
        borrows.sort_by_key(|x| x.get_zorder());

        borrows
    }
}

pub struct ShowLayers {
    pub show_buildings: bool,
    pub show_parking_lots: bool,
    pub show_intersections: bool,
    pub show_lanes: bool,
    pub show_areas: bool,
    pub show_labels: bool,
}

impl ShowLayers {
    pub fn new() -> ShowLayers {
        ShowLayers {
            show_buildings: true,
            show_parking_lots: true,
            show_intersections: true,
            show_lanes: true,
            show_areas: true,
            show_labels: false,
        }
    }
}

pub trait ShowObject {
    fn show(&self, obj: &ID) -> bool;
    fn layers(&self) -> &ShowLayers;
}

pub struct ShowEverything {
    layers: ShowLayers,
}

impl ShowEverything {
    pub fn new() -> ShowEverything {
        ShowEverything {
            layers: ShowLayers::new(),
        }
    }
}

impl ShowObject for ShowEverything {
    fn show(&self, _: &ID) -> bool {
        true
    }

    fn layers(&self) -> &ShowLayers {
        &self.layers
    }
}

#[derive(Clone)]
pub struct Flags {
    pub sim_flags: SimFlags,
    // Number of agents to generate when requested. If unspecified, trips to/from borders will be
    // included.
    pub num_agents: Option<usize>,
}

// All of the state that's bound to a specific map+edit has to live here.
pub struct PerMap {
    pub map: Map,
    pub draw_map: DrawMap,
    pub sim: Sim,

    pub current_selection: Option<ID>,
    pub current_flags: Flags,
    pub last_warped_from: Option<(Pt2D, f64)>,
    pub sim_cb: Option<Box<dyn SimCallback>>,
    pub show_zorder: isize,
    pub zorder_range: (isize, isize),
    // If we ever left edit mode and resumed without restarting from midnight, this is true.
    pub dirty_from_edits: bool,
    // Any ScenarioModifiers in effect?
    pub has_modified_trips: bool,
}

impl PerMap {
    pub fn new(flags: Flags, cs: &ColorScheme, ctx: &mut EventCtx, timer: &mut Timer) -> PerMap {
        let mut mem = MeasureMemory::new();
        let (map, sim, _) = flags.sim_flags.load(timer);
        mem.reset("Map and Sim", timer);

        timer.start("draw_map");
        let draw_map = DrawMap::new(&map, cs, ctx, timer);
        timer.stop("draw_map");
        mem.reset("DrawMap", timer);

        let mut low_z = 0;
        let mut high_z = 0;
        for r in map.all_roads() {
            low_z = low_z.min(r.zorder);
            high_z = high_z.max(r.zorder);
        }

        PerMap {
            map,
            draw_map,
            sim,
            current_selection: None,
            current_flags: flags.clone(),
            last_warped_from: None,
            sim_cb: None,
            zorder_range: (low_z, high_z),
            show_zorder: high_z,
            dirty_from_edits: false,
            has_modified_trips: false,
        }
    }

    // Returns whatever was there
    pub fn clear_sim(&mut self) -> Sim {
        self.dirty_from_edits = false;
        std::mem::replace(
            &mut self.sim,
            Sim::new(
                &self.map,
                self.current_flags.sim_flags.opts.clone(),
                &mut Timer::new("reset simulation"),
            ),
        )
    }
}

// TODO Serialize these, but in a very careful, future-compatible way
pub struct SessionState {
    pub tutorial: Option<TutorialState>,
    pub high_scores: BTreeMap<GameplayMode, Vec<HighScore>>,
    pub info_panel_tab: BTreeMap<&'static str, &'static str>,
}

impl SessionState {
    pub fn empty() -> SessionState {
        SessionState {
            tutorial: None,
            high_scores: BTreeMap::new(),
            info_panel_tab: btreemap! {
                "lane" => "info",
                "intersection" => "info",
                "bldg" => "info",
                "person" => "trips",
                "bus" => "status",
            },
        }
    }
}

// TODO Reconsider this; maybe it does belong in ezgui.
pub struct PerObjectActions {
    pub click_action: Option<String>,
}

impl PerObjectActions {
    pub fn new() -> PerObjectActions {
        PerObjectActions { click_action: None }
    }

    pub fn reset(&mut self) {
        self.click_action = None;
    }

    pub fn left_click<S: Into<String>>(&mut self, ctx: &mut EventCtx, label: S) -> bool {
        assert!(self.click_action.is_none());
        self.click_action = Some(label.into());
        ctx.normal_left_click()
    }
}

pub struct FindDelayedIntersections {
    pub halt_limit: Duration,
    pub report_limit: Duration,

    pub currently_delayed: Vec<(IntersectionID, Time)>,
}

impl SimCallback for FindDelayedIntersections {
    fn run(&mut self, sim: &Sim, _: &Map) -> bool {
        self.currently_delayed = sim.delayed_intersections(self.report_limit);
        if let Some((_, t)) = self.currently_delayed.get(0) {
            sim.time() - *t >= self.halt_limit
        } else {
            false
        }
    }
}