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
use structopt::StructOpt;

use abstio::MapName;
use abstutil::Timer;
use geom::{Circle, Distance, Duration, Pt2D, Time};
use map_model::{IntersectionID, Map};
use widgetry::tools::URLManager;
use widgetry::{Canvas, EventCtx, GfxCtx, Settings, SharedAppState, State, Transition, Warper};

use crate::colors::{ColorScheme, ColorSchemeChoice};
use crate::load::MapLoader;
use crate::options::Options;
use crate::render::DrawMap;
use crate::render::{DrawOptions, Renderable};
use crate::tools::CameraState;
use crate::{AppLike, ID};

/// Simple app state that just renders a static map, without any dynamic agents on the map.
pub struct SimpleApp<T> {
    pub map: Map,
    pub draw_map: DrawMap,
    pub cs: ColorScheme,
    pub opts: Options,
    pub current_selection: Option<ID>,
    /// Custom per-app state can be stored here
    pub session: T,
    /// If desired, this can be advanced to render traffic signals changing.
    pub time: Time,
}

// A SimpleApp can directly use this (`let args = SimpleAppArgs::from_iter(abstutil::cli_args())`)
// or embed in their own struct and define other flags.
#[derive(StructOpt)]
pub struct SimpleAppArgs {
    /// Path to a map to initially load. If not provided, load the last map used or a fixed
    /// default.
    #[structopt()]
    pub map_path: Option<String>,
    /// Initially position the camera here. The format is an OSM-style `zoom/lat/lon` string
    /// (https://wiki.openstreetmap.org/wiki/Browsing#Other_URL_tricks).
    #[structopt(long)]
    pub cam: Option<String>,
    /// Dev mode exposes experimental tools useful for debugging, but that'd likely confuse most
    /// players.
    #[structopt(long)]
    pub dev: bool,
    /// The color scheme for map elements, agents, and the UI.
    #[structopt(long, parse(try_from_str = ColorSchemeChoice::parse))]
    pub color_scheme: Option<ColorSchemeChoice>,
    /// When making a screen recording, enable this option to hide some UI elements
    #[structopt(long)]
    pub minimal_controls: bool,
    /// Override the monitor's auto-detected scale factor
    #[structopt(long)]
    pub scale_factor: Option<f64>,
}

impl SimpleAppArgs {
    /// Options are passed in by each app, usually seeded with defaults or from a config file.  For
    /// the few options that we allow to be specified by command-line, overwrite the values.
    pub fn override_options(&self, opts: &mut Options) {
        opts.dev = self.dev;
        opts.minimal_controls = self.minimal_controls;
        if let Some(cs) = self.color_scheme {
            opts.color_scheme = cs;
            opts.toggle_day_night_colors = false;
        }
    }

    pub fn update_widgetry_settings(&self, mut settings: Settings) -> Settings {
        settings = settings
            .read_svg(Box::new(abstio::slurp_bytes))
            .window_icon(abstio::path("system/assets/pregame/icon.png"));
        if let Some(s) = self.scale_factor {
            settings = settings.scale_factor(s);
        }
        settings
    }

    pub fn map_name(&self) -> MapName {
        self.map_path
            .as_ref()
            .map(|path| {
                MapName::from_path(path).unwrap_or_else(|| panic!("bad map path: {}", path))
            })
            .or_else(|| {
                abstio::maybe_read_json::<crate::tools::DefaultMap>(
                    abstio::path_player("maps.json"),
                    &mut Timer::throwaway(),
                )
                .ok()
                .map(|x| x.last_map)
            })
            .unwrap_or_else(|| MapName::seattle("montlake"))
    }
}

impl<T: 'static> SimpleApp<T> {
    pub fn new<
        F: 'static + Fn(&mut EventCtx, &mut SimpleApp<T>) -> Vec<Box<dyn State<SimpleApp<T>>>>,
    >(
        ctx: &mut EventCtx,
        opts: Options,
        map_name: Option<MapName>,
        cam: Option<String>,
        session: T,
        init_states: F,
    ) -> (SimpleApp<T>, Vec<Box<dyn State<SimpleApp<T>>>>) {
        abstutil::logger::setup();
        ctx.canvas.settings = opts.canvas_settings.clone();

        let cs = ColorScheme::new(ctx, opts.color_scheme);
        // Start with a minimal map
        let map = Map::almost_blank();
        let draw_map = DrawMap::new(ctx, &map, &opts, &cs, &mut Timer::throwaway());
        let mut app = SimpleApp {
            map,
            draw_map,
            cs,
            opts,
            current_selection: None,
            session,
            time: Time::START_OF_DAY,
        };

        let states = if let Some(map_name) = map_name {
            vec![MapLoader::new_state(
                ctx,
                &app,
                map_name,
                Box::new(move |ctx, app| {
                    URLManager::change_camera(ctx, cam.as_ref(), app.map().get_gps_bounds());
                    Transition::Clear(init_states(ctx, app))
                }),
            )]
        } else {
            init_states(ctx, &mut app)
        };
        (app, states)
    }

    pub fn draw_unzoomed(&self, g: &mut GfxCtx) {
        g.clear(self.cs.void_background);
        g.redraw(&self.draw_map.boundary_polygon);
        g.redraw(&self.draw_map.draw_all_areas);
        g.redraw(&self.draw_map.draw_all_unzoomed_parking_lots);
        g.redraw(&self.draw_map.draw_all_unzoomed_roads_and_intersections);
        g.redraw(&self.draw_map.draw_all_buildings);
        g.redraw(&self.draw_map.draw_all_building_outlines);
        // 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.current_selection {
            g.draw_polygon(
                self.cs.selected,
                self.draw_map.get_a(id).get_outline(&self.map),
            );
        } else if let Some(ID::Road(id)) = self.current_selection {
            g.draw_polygon(
                self.cs.selected,
                self.draw_map.get_r(id).get_outline(&self.map),
            );
        } else if let Some(ID::Intersection(id)) = self.current_selection {
            // Actually, don't use get_outline here! Full polygon is easier to see.
            g.draw_polygon(self.cs.selected, self.map.get_i(id).polygon.clone());
        } else if let Some(ID::Building(id)) = self.current_selection {
            g.draw_polygon(self.cs.selected, self.map.get_b(id).polygon.clone());
        }
    }

    pub fn draw_zoomed(&self, g: &mut GfxCtx, opts: DrawOptions) {
        g.clear(self.cs.void_background);
        g.redraw(&self.draw_map.boundary_polygon);

        let objects = self
            .draw_map
            .get_renderables_back_to_front(g.get_screen_bounds(), &self.map);

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

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

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

    // TODO Returns anything; I think it should just return roads
    pub fn mouseover_unzoomed_roads_and_intersections(&self, ctx: &EventCtx) -> Option<ID> {
        self.calculate_current_selection(ctx, true, false)
    }
    /// Only select buildings, and work whether zoomed in or not.
    pub fn mouseover_unzoomed_buildings(&self, ctx: &EventCtx) -> Option<ID> {
        self.calculate_current_selection(ctx, false, true)
            .filter(|id| matches!(id, ID::Building(_)))
    }

    fn calculate_current_selection(
        &self,
        ctx: &EventCtx,
        unzoomed_roads_and_intersections: bool,
        unzoomed_buildings: bool,
    ) -> Option<ID> {
        // Unzoomed mode. Ignore when debugging areas.
        if ctx.canvas.is_unzoomed() && !(unzoomed_roads_and_intersections || unzoomed_buildings) {
            return None;
        }

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

        let mut objects = self.draw_map.get_renderables_back_to_front(
            Circle::new(pt, Distance::meters(3.0)).get_bounds(),
            &self.map,
        );
        objects.reverse();

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

impl<T: 'static> AppLike for SimpleApp<T> {
    #[inline]
    fn map(&self) -> &Map {
        &self.map
    }
    #[inline]
    fn cs(&self) -> &ColorScheme {
        &self.cs
    }
    #[inline]
    fn mut_cs(&mut self) -> &mut ColorScheme {
        &mut self.cs
    }
    #[inline]
    fn draw_map(&self) -> &DrawMap {
        &self.draw_map
    }
    #[inline]
    fn mut_draw_map(&mut self) -> &mut DrawMap {
        &mut self.draw_map
    }
    #[inline]
    fn opts(&self) -> &Options {
        &self.opts
    }
    #[inline]
    fn mut_opts(&mut self) -> &mut Options {
        &mut self.opts
    }

    fn map_switched(&mut self, ctx: &mut EventCtx, map: Map, timer: &mut Timer) {
        CameraState::save(ctx.canvas, self.map.get_name());
        self.map = map;
        self.draw_map = DrawMap::new(ctx, &self.map, &self.opts, &self.cs, timer);
        if !CameraState::load(ctx, self.map.get_name()) {
            // If we didn't restore a previous camera position, start zoomed out, centered on the
            // map's center.
            ctx.canvas.cam_zoom = ctx.canvas.min_zoom();
            ctx.canvas
                .center_on_map_pt(self.map.get_boundary_polygon().center());
        }

        self.opts.units.metric = self.map.get_name().city.uses_metric();
    }

    fn draw_with_opts(&self, g: &mut GfxCtx, opts: DrawOptions) {
        if g.canvas.is_unzoomed() {
            self.draw_unzoomed(g);
        } else {
            self.draw_zoomed(g, opts);
        }
    }

    fn make_warper(
        &mut self,
        ctx: &EventCtx,
        pt: Pt2D,
        target_cam_zoom: Option<f64>,
        _: Option<ID>,
    ) -> Box<dyn State<SimpleApp<T>>> {
        Box::new(SimpleWarper {
            warper: Warper::new(ctx, pt, target_cam_zoom),
        })
    }

    fn sim_time(&self) -> Time {
        self.time
    }

    fn current_stage_and_remaining_time(&self, id: IntersectionID) -> (usize, Duration) {
        let signal = self.map.get_traffic_signal(id);
        let mut time_left = (self.time - Time::START_OF_DAY) % signal.simple_cycle_duration();
        for (idx, stage) in signal.stages.iter().enumerate() {
            if time_left < stage.stage_type.simple_duration() {
                return (idx, time_left);
            }
            time_left -= stage.stage_type.simple_duration();
        }
        unreachable!()
    }
}

impl<T: 'static> SharedAppState for SimpleApp<T> {
    fn draw_default(&self, g: &mut GfxCtx) {
        self.draw_with_opts(g, DrawOptions::new());
    }

    fn dump_before_abort(&self, canvas: &Canvas) {
        CameraState::save(canvas, self.map.get_name());
    }

    fn before_quit(&self, canvas: &Canvas) {
        CameraState::save(canvas, self.map.get_name());
    }

    fn free_memory(&mut self) {
        self.draw_map.free_memory();
    }
}

struct SimpleWarper {
    warper: Warper,
}

impl<T> State<SimpleApp<T>> for SimpleWarper {
    fn event(&mut self, ctx: &mut EventCtx, _: &mut SimpleApp<T>) -> Transition<SimpleApp<T>> {
        if self.warper.event(ctx) {
            Transition::Keep
        } else {
            Transition::Pop
        }
    }

    fn draw(&self, _: &mut GfxCtx, _: &SimpleApp<T>) {}
}