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use crate::app::App;
use crate::common::CommonState;
use crate::edit::TrafficSignalEditor;
use crate::game::{PopupMsg, State, Transition};
use crate::helpers::ID;
use crate::sandbox::gameplay::GameplayMode;
use ezgui::{
hotkey, hotkeys, Btn, Color, Composite, EventCtx, GeomBatch, GfxCtx, HorizontalAlignment, Key,
Line, Outcome, VerticalAlignment, Widget,
};
use map_model::IntersectionID;
use std::collections::BTreeSet;
pub struct SignalPicker {
members: BTreeSet<IntersectionID>,
composite: Composite,
mode: GameplayMode,
}
impl SignalPicker {
pub fn new(
ctx: &mut EventCtx,
members: BTreeSet<IntersectionID>,
mode: GameplayMode,
) -> Box<dyn State> {
Box::new(SignalPicker {
members,
composite: Composite::new(Widget::col(vec![
Widget::row(vec![
Line("Select multiple traffic signals")
.small_heading()
.draw(ctx),
Btn::text_fg("X")
.build(ctx, "close", hotkey(Key::Escape))
.align_right(),
]),
Btn::text_bg2("Continue").build_def(ctx, hotkeys(vec![Key::Enter, Key::E])),
]))
.aligned(HorizontalAlignment::Center, VerticalAlignment::Top)
.build(ctx),
mode,
})
}
}
impl State for SignalPicker {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
ctx.canvas_movement();
if ctx.redo_mouseover() {
app.recalculate_current_selection(ctx);
}
if let Some(ID::Intersection(i)) = app.primary.current_selection {
if app.primary.map.maybe_get_traffic_signal(i).is_some() {
if !self.members.contains(&i)
&& app.per_obj.left_click(ctx, "add this intersection")
{
self.members.insert(i);
} else if self.members.contains(&i)
&& app.per_obj.left_click(ctx, "remove this intersection")
{
self.members.remove(&i);
}
} else {
app.primary.current_selection = None;
}
} else {
app.primary.current_selection = None;
}
match self.composite.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"close" => {
return Transition::Pop;
}
"Continue" => {
if self.members.is_empty() {
return Transition::Push(PopupMsg::new(
ctx,
"Error",
vec!["Select at least one intersection"],
));
}
return Transition::Replace(TrafficSignalEditor::new(
ctx,
app,
self.members.clone(),
self.mode.clone(),
));
}
_ => unreachable!(),
},
_ => {}
}
Transition::Keep
}
fn draw(&self, g: &mut GfxCtx, app: &App) {
self.composite.draw(g);
CommonState::draw_osd(g, app);
let mut batch = GeomBatch::new();
for i in &self.members {
batch.push(
Color::RED.alpha(0.8),
app.primary.map.get_i(*i).polygon.clone(),
);
}
let draw = g.upload(batch);
g.redraw(&draw);
}
}