mod floodfill; mod objects; mod polygons; use crate::app::{App, ShowLayers, ShowObject}; use crate::common::{tool_panel, CommonState, ContextualActions}; use crate::game::{msg, DrawBaselayer, State, Transition, WizardState}; use crate::helpers::ID; use crate::managed::{WrappedComposite, WrappedOutcome}; use crate::render::{calculate_corners, DrawOptions}; use abstutil::Timer; use ezgui::{ hotkey, lctrl, Btn, Checkbox, Color, Composite, Drawable, EventCtx, EventLoopMode, GeomBatch, GfxCtx, HorizontalAlignment, Key, Line, Outcome, Text, VerticalAlignment, Widget, Wizard, }; use geom::{Duration, Pt2D}; use map_model::NORMAL_LANE_THICKNESS; use sim::{AgentID, Sim, TripID}; use std::collections::HashSet; pub struct DebugMode { composite: Composite, common: CommonState, tool_panel: WrappedComposite, objects: objects::ObjectDebugger, hidden: HashSet, layers: ShowLayers, search_results: Option, all_routes: Option<(usize, Drawable)>, highlighted_agents: Option<(ID, Drawable)>, } impl DebugMode { pub fn new(ctx: &mut EventCtx, app: &App) -> DebugMode { DebugMode { composite: Composite::new( Widget::col(vec![ Widget::row(vec![ Line("Debug Mode").small_heading().draw(ctx), Btn::text_fg("X") .build_def(ctx, hotkey(Key::Escape)) .align_right(), ]), Text::new().draw(ctx).named("current info"), Checkbox::text(ctx, "show buildings", hotkey(Key::Num1), true).margin_below(5), Checkbox::text(ctx, "show intersections", hotkey(Key::Num2), true) .margin_below(5), Checkbox::text(ctx, "show lanes", hotkey(Key::Num3), true).margin_below(5), Checkbox::text(ctx, "show areas", hotkey(Key::Num4), true).margin_below(5), Checkbox::text(ctx, "show labels", hotkey(Key::Num5), false).margin_below(5), Checkbox::text(ctx, "show route for all agents", hotkey(Key::R), false) .margin_below(5), Widget::col( vec![ (lctrl(Key::H), "unhide everything"), (None, "screenshot everything"), (hotkey(Key::Slash), "search OSM metadata"), (lctrl(Key::Slash), "clear OSM search results"), (hotkey(Key::O), "save sim state"), (hotkey(Key::Y), "load previous sim state"), (hotkey(Key::U), "load next sim state"), (None, "pick a savestate to load"), ] .into_iter() .map(|(key, action)| { Btn::text_fg(action).build_def(ctx, key).margin_below(5) }) .collect(), ), ]) .padding(10) .bg(app.cs.panel_bg), ) .aligned(HorizontalAlignment::Right, VerticalAlignment::Top) .build(ctx), common: CommonState::new(), tool_panel: tool_panel(ctx, app), objects: objects::ObjectDebugger::new(), hidden: HashSet::new(), layers: ShowLayers::new(), search_results: None, all_routes: None, highlighted_agents: None, } } fn reset_info(&mut self, ctx: &mut EventCtx) { let mut txt = Text::new(); if !self.hidden.is_empty() { txt.add(Line(format!("Hiding {} things", self.hidden.len()))); } if let Some(ref results) = self.search_results { txt.add(Line(format!( "Search for {} has {} results", results.query, results.num_matches ))); } if let Some((n, _)) = self.all_routes { txt.add(Line(format!( "Showing {} routes", abstutil::prettyprint_usize(n) ))); } self.composite .replace(ctx, "current info", txt.draw(ctx).named("current info")); } } impl State for DebugMode { fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition { ctx.canvas_movement(); if ctx.redo_mouseover() { app.primary.current_selection = app.calculate_current_selection(ctx, &app.primary.sim, self, true, false, false); } match self.composite.event(ctx) { Some(Outcome::Clicked(x)) => match x.as_ref() { "X" => { return Transition::Pop; } "save sim state" => { ctx.loading_screen("savestate", |_, timer| { timer.start("save sim state"); app.primary.sim.save(); timer.stop("save sim state"); }); } "load previous sim state" => { if let Some(t) = ctx.loading_screen("load previous savestate", |ctx, mut timer| { let prev_state = app .primary .sim .find_previous_savestate(app.primary.sim.time()); match prev_state.clone().and_then(|path| { Sim::load_savestate(path, &app.primary.map, &mut timer).ok() }) { Some(new_sim) => { app.primary.sim = new_sim; app.recalculate_current_selection(ctx); None } None => Some(Transition::Push(msg( "Error", vec![format!( "Couldn't load previous savestate {:?}", prev_state )], ))), } }) { return t; } } "load next sim state" => { if let Some(t) = ctx.loading_screen("load next savestate", |ctx, mut timer| { let next_state = app.primary.sim.find_next_savestate(app.primary.sim.time()); match next_state.clone().and_then(|path| { Sim::load_savestate(path, &app.primary.map, &mut timer).ok() }) { Some(new_sim) => { app.primary.sim = new_sim; app.recalculate_current_selection(ctx); None } None => Some(Transition::Push(msg( "Error", vec![format!("Couldn't load next savestate {:?}", next_state)], ))), } }) { return t; } } "pick a savestate to load" => { return Transition::Push(WizardState::new(Box::new(load_savestate))); } "unhide everything" => { self.hidden.clear(); app.primary.current_selection = app.calculate_current_selection( ctx, &app.primary.sim, self, true, false, false, ); self.reset_info(ctx); } "search OSM metadata" => { return Transition::Push(WizardState::new(Box::new(search_osm))); } "clear OSM search results" => { self.search_results = None; self.reset_info(ctx); } "screenshot everything" => { let bounds = app.primary.map.get_bounds(); assert!(bounds.min_x == 0.0 && bounds.min_y == 0.0); return Transition::KeepWithMode(EventLoopMode::ScreenCaptureEverything { dir: abstutil::path_pending_screenshots(app.primary.map.get_name()), zoom: 3.0, max_x: bounds.max_x, max_y: bounds.max_y, }); } _ => unreachable!(), }, None => {} } // TODO We should really recalculate current_selection when these change. Meh. self.layers.show_buildings = self.composite.is_checked("show buildings"); self.layers.show_intersections = self.composite.is_checked("show intersections"); self.layers.show_lanes = self.composite.is_checked("show lanes"); self.layers.show_areas = self.composite.is_checked("show areas"); self.layers.show_labels = self.composite.is_checked("show labels"); if self.composite.is_checked("show route for all agents") { if self.all_routes.is_none() { self.all_routes = Some(calc_all_routes(ctx, app)); self.reset_info(ctx); } } else { if self.all_routes.is_some() { self.all_routes = None; self.reset_info(ctx); } } match app.primary.current_selection { Some(ID::Intersection(_)) | Some(ID::Car(_)) => { let id = app.primary.current_selection.clone().unwrap(); if self .highlighted_agents .as_ref() .map(|(x, _)| *x != id) .unwrap_or(true) { let mut batch = GeomBatch::new(); let agents = match id { ID::Intersection(i) => app.primary.sim.get_accepted_agents(i), ID::Car(c) => app.primary.sim.get_blocked_by(AgentID::Car(c)), _ => unreachable!(), }; for a in agents { batch.push( Color::PURPLE, app.primary .draw_map .get_obj( ID::from_agent(a), app, &mut app.primary.draw_map.agents.borrow_mut(), ctx.prerender, ) .unwrap() .get_outline(&app.primary.map), ); } self.highlighted_agents = Some((id, ctx.upload(batch))); } } _ => { self.highlighted_agents = None; } } self.objects.event(ctx); if let Some(t) = self.common.event(ctx, app, &mut Actions {}) { return t; } match self.tool_panel.event(ctx, app) { Some(WrappedOutcome::Transition(t)) => t, Some(WrappedOutcome::Clicked(x)) => match x.as_ref() { "back" => Transition::Pop, _ => unreachable!(), }, None => Transition::Keep, } } fn draw_baselayer(&self) -> DrawBaselayer { DrawBaselayer::Custom } fn draw(&self, g: &mut GfxCtx, app: &App) { let mut opts = DrawOptions::new(); opts.label_buildings = self.layers.show_labels; opts.label_roads = self.layers.show_labels; app.draw(g, opts, &app.primary.sim, self); if let Some(ref results) = self.search_results { g.redraw(&results.draw); } if let Some((_, ref draw)) = self.highlighted_agents { g.redraw(draw); } self.objects.draw(g, app); if let Some((_, ref draw)) = self.all_routes { g.redraw(draw); } if !g.is_screencap() { self.composite.draw(g); self.common.draw(g, app); self.tool_panel.draw(g); } } } impl ShowObject for DebugMode { fn show(&self, obj: &ID) -> bool { if self.hidden.contains(obj) { return false; } match obj { ID::Road(_) | ID::Lane(_) => self.layers.show_lanes, ID::Building(_) => self.layers.show_buildings, ID::Intersection(_) => self.layers.show_intersections, ID::Area(_) => self.layers.show_areas, _ => true, } } fn layers(&self) -> &ShowLayers { &self.layers } } fn search_osm(wiz: &mut Wizard, ctx: &mut EventCtx, app: &mut App) -> Option { let filter = wiz.wrap(ctx).input_string("Search for what?")?; let mut num_matches = 0; let mut batch = GeomBatch::new(); // TODO Case insensitive let map = &app.primary.map; let color = Color::RED; for r in map.all_roads() { if r.osm_tags .iter() .any(|(k, v)| format!("{} = {}", k, v).contains(&filter)) { num_matches += 1; batch.push(color, r.get_thick_polygon(map).unwrap()); } } for a in map.all_areas() { if a.osm_tags .iter() .any(|(k, v)| format!("{} = {}", k, v).contains(&filter)) { num_matches += 1; batch.push(color, a.polygon.clone()); } } let results = SearchResults { query: filter, num_matches, draw: batch.upload(ctx), }; Some(Transition::PopWithData(Box::new(|state, _, ctx| { let mut mode = state.downcast_mut::().unwrap(); mode.search_results = Some(results); mode.reset_info(ctx); }))) } struct SearchResults { query: String, num_matches: usize, draw: Drawable, } fn load_savestate(wiz: &mut Wizard, ctx: &mut EventCtx, app: &mut App) -> Option { let ss = wiz.wrap(ctx).choose_string("Load which savestate?", || { abstutil::list_all_objects(app.primary.sim.save_dir()) })?; // TODO Oh no, we have to do path construction here :( let ss_path = format!("{}/{}.bin", app.primary.sim.save_dir(), ss); ctx.loading_screen("load savestate", |ctx, mut timer| { app.primary.sim = Sim::load_savestate(ss_path, &app.primary.map, &mut timer) .expect("Can't load savestate"); app.recalculate_current_selection(ctx); }); Some(Transition::Pop) } fn calc_all_routes(ctx: &EventCtx, app: &mut App) -> (usize, Drawable) { let trips: Vec = app .primary .sim .get_trip_positions(&app.primary.map) .canonical_pt_per_trip .keys() .cloned() .collect(); let mut batch = GeomBatch::new(); let mut cnt = 0; let sim = &app.primary.sim; let map = &app.primary.map; for maybe_trace in Timer::new("calculate all routes").parallelize("route to geometry", trips, |trip| { sim.trip_to_agent(trip) .ok() .and_then(|agent| sim.trace_route(agent, map, None)) .map(|trace| trace.make_polygons(NORMAL_LANE_THICKNESS)) }) { if let Some(t) = maybe_trace { cnt += 1; batch.push(app.cs.route, t); } } (cnt, ctx.upload(batch)) } struct Actions; impl ContextualActions for Actions { fn actions(&self, app: &App, id: ID) -> Vec<(Key, String)> { let mut actions = vec![(Key::D, "debug".to_string())]; match id { ID::Lane(l) => { actions.push((Key::H, "hide this".to_string())); if app.primary.map.get_l(l).lane_type.supports_any_movement() { actions.push((Key::F, "floodfill from this lane".to_string())); actions.push((Key::S, "show strongly-connected components".to_string())); } actions.push((Key::X, "debug lane geometry".to_string())); actions.push((Key::F2, "debug lane triangles geometry".to_string())); } ID::Intersection(_) => { actions.push((Key::H, "hide this".to_string())); actions.push((Key::X, "debug intersection geometry".to_string())); actions.push((Key::F2, "debug sidewalk corners".to_string())); } ID::Car(_) => { actions.push((Key::Backspace, "forcibly kill this car".to_string())); actions.push((Key::G, "find front of blockage".to_string())); } ID::Area(_) => { actions.push((Key::X, "debug area geometry".to_string())); actions.push((Key::F2, "debug area triangles".to_string())); } _ => {} } actions } fn execute( &mut self, ctx: &mut EventCtx, app: &mut App, id: ID, action: String, close_info: &mut bool, ) -> Transition { match (id, action.as_ref()) { (id, "hide this") => Transition::KeepWithData(Box::new(|state, app, ctx| { let mode = state.downcast_mut::().unwrap(); println!("Hiding {:?}", id); app.primary.current_selection = None; mode.hidden.insert(id); mode.reset_info(ctx); })), (id, "debug") => { *close_info = false; objects::ObjectDebugger::dump_debug(id, &app.primary.map, &app.primary.sim); Transition::Keep } (ID::Car(c), "forcibly kill this car") => { app.primary.sim.kill_stuck_car(c, &app.primary.map); app.primary .sim .normal_step(&app.primary.map, Duration::seconds(0.1)); app.primary.current_selection = None; Transition::Keep } (ID::Car(c), "find front of blockage") => Transition::Push(msg( "Blockage results", vec![format!( "{} is ultimately blocked by {}", c, app.primary.sim.find_blockage_front(c, &app.primary.map) )], )), (ID::Lane(l), "floodfill from this lane") => { Transition::Push(floodfill::Floodfiller::floodfill(ctx, app, l)) } (ID::Lane(l), "show strongly-connected components") => { Transition::Push(floodfill::Floodfiller::scc(ctx, app, l)) } (ID::Intersection(i), "debug intersection geometry") => { let pts = app.primary.map.get_i(i).polygon.points(); let mut pts_without_last = pts.clone(); pts_without_last.pop(); Transition::Push(polygons::PolygonDebugger::new( ctx, app, "point", pts.iter().map(|pt| polygons::Item::Point(*pt)).collect(), Some(Pt2D::center(&pts_without_last)), )) } (ID::Intersection(i), "debug sidewalk corners") => { Transition::Push(polygons::PolygonDebugger::new( ctx, app, "corner", calculate_corners( app.primary.map.get_i(i), &app.primary.map, &mut Timer::new("calculate corners"), ) .into_iter() .map(|poly| polygons::Item::Polygon(poly)) .collect(), None, )) } (ID::Lane(l), "debug lane geometry") => { Transition::Push(polygons::PolygonDebugger::new( ctx, app, "point", app.primary .map .get_l(l) .lane_center_pts .points() .iter() .map(|pt| polygons::Item::Point(*pt)) .collect(), None, )) } (ID::Lane(l), "debug lane triangles geometry") => { Transition::Push(polygons::PolygonDebugger::new( ctx, app, "triangle", app.primary .draw_map .get_l(l) .polygon .triangles() .into_iter() .map(|tri| polygons::Item::Triangle(tri)) .collect(), None, )) } (ID::Area(a), "debug area geometry") => { let pts = &app.primary.map.get_a(a).polygon.points(); let center = if pts[0] == *pts.last().unwrap() { // TODO The center looks really wrong for Volunteer Park and others, but I // think it's because they have many points along some edges. Pt2D::center(&pts.iter().skip(1).cloned().collect()) } else { Pt2D::center(pts) }; Transition::Push(polygons::PolygonDebugger::new( ctx, app, "point", pts.iter().map(|pt| polygons::Item::Point(*pt)).collect(), Some(center), )) } (ID::Area(a), "debug area triangles") => { Transition::Push(polygons::PolygonDebugger::new( ctx, app, "triangle", app.primary .map .get_a(a) .polygon .triangles() .into_iter() .map(|tri| polygons::Item::Triangle(tri)) .collect(), None, )) } _ => unreachable!(), } } fn is_paused(&self) -> bool { true } }