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
//! This crate contains common code for applications that draw and interact with a `Map`.

// Disable some noisy clippy warnings
#![allow(clippy::too_many_arguments, clippy::type_complexity)]
#![allow(clippy::new_without_default)]

#[macro_use]
extern crate anyhow;
#[macro_use]
extern crate log;

use abstutil::Timer;
use geom::{Duration, Pt2D, Time};
use map_model::{
    AreaID, BuildingID, IntersectionID, LaneID, Map, ParkingLotID, RoadID, TransitStopID,
};
use sim::{AgentID, CarID, PedestrianID, Sim};
use widgetry::{EventCtx, GfxCtx, State};

pub use self::simple_app::SimpleApp;
use crate::render::DrawOptions;
use colors::{ColorScheme, ColorSchemeChoice};
use options::Options;
use render::DrawMap;

pub mod colors;
pub mod load;
pub mod options;
pub mod render;
mod simple_app;
pub mod tools;

/// An application wishing to use the tools in this crate has to implement this on the struct that
/// implements `widgetry::SharedAppState`, so that the tools here can access the map. See
/// `SimpleApp` for an example implementation.
pub trait AppLike {
    fn map(&self) -> ⤅
    fn sim(&self) -> &Sim;
    fn cs(&self) -> &ColorScheme;
    fn mut_cs(&mut self) -> &mut ColorScheme;
    fn draw_map(&self) -> &DrawMap;
    fn mut_draw_map(&mut self) -> &mut DrawMap;
    fn opts(&self) -> &Options;
    fn mut_opts(&mut self) -> &mut Options;
    fn map_switched(&mut self, ctx: &mut EventCtx, map: Map, timer: &mut Timer);
    fn draw_with_opts(&self, g: &mut GfxCtx, opts: DrawOptions);
    /// Create a `widgetry::State` that warps to the given point.
    fn make_warper(
        &mut self,
        ctx: &EventCtx,
        pt: Pt2D,
        target_cam_zoom: Option<f64>,
        id: Option<ID>,
    ) -> Box<dyn State<Self>>
    where
        Self: Sized;

    // These two are needed to render traffic signals. Splitting them from sim() allows
    // applications that don't run a traffic sim to work.
    fn sim_time(&self) -> Time {
        self.sim().time()
    }
    fn current_stage_and_remaining_time(&self, id: IntersectionID) -> (usize, Duration) {
        self.sim().current_stage_and_remaining_time(id)
    }

    /// Change the color scheme. Idempotent. Return true if there was a change.
    fn change_color_scheme(&mut self, ctx: &mut EventCtx, cs: ColorSchemeChoice) -> bool {
        if self.opts().color_scheme == cs {
            return false;
        }
        self.mut_opts().color_scheme = cs;
        *self.mut_cs() = ColorScheme::new(ctx, self.opts().color_scheme);

        ctx.loading_screen("rerendering map colors", |ctx, timer| {
            *self.mut_draw_map() = DrawMap::new(ctx, self.map(), self.opts(), self.cs(), timer);
        });

        true
    }
}

#[derive(Clone, Hash, PartialEq, Eq, Debug, PartialOrd, Ord)]
pub enum ID {
    Road(RoadID),
    Lane(LaneID),
    Intersection(IntersectionID),
    Building(BuildingID),
    ParkingLot(ParkingLotID),
    Car(CarID),
    Pedestrian(PedestrianID),
    PedCrowd(Vec<PedestrianID>),
    TransitStop(TransitStopID),
    Area(AreaID),
}

impl ID {
    pub fn from_agent(id: AgentID) -> ID {
        match id {
            AgentID::Car(id) => ID::Car(id),
            AgentID::Pedestrian(id) => ID::Pedestrian(id),
            AgentID::BusPassenger(_, bus) => ID::Car(bus),
        }
    }

    pub fn agent_id(&self) -> Option<AgentID> {
        match *self {
            ID::Car(id) => Some(AgentID::Car(id)),
            ID::Pedestrian(id) => Some(AgentID::Pedestrian(id)),
            // PedCrowd doesn't map to a single agent.
            _ => None,
        }
    }

    pub fn as_intersection(&self) -> IntersectionID {
        match *self {
            ID::Intersection(i) => i,
            _ => panic!("Can't call as_intersection on {:?}", self),
        }
    }

    pub fn as_building(&self) -> BuildingID {
        match *self {
            ID::Building(b) => b,
            _ => panic!("Can't call as_building on {:?}", self),
        }
    }
}

impl From<RoadID> for ID {
    fn from(r: RoadID) -> Self {
        Self::Road(r)
    }
}

impl From<LaneID> for ID {
    fn from(l: LaneID) -> Self {
        Self::Lane(l)
    }
}

impl From<IntersectionID> for ID {
    fn from(i: IntersectionID) -> Self {
        Self::Intersection(i)
    }
}

impl From<BuildingID> for ID {
    fn from(b: BuildingID) -> Self {
        Self::Building(b)
    }
}

impl From<ParkingLotID> for ID {
    fn from(p: ParkingLotID) -> Self {
        Self::ParkingLot(p)
    }
}

impl From<CarID> for ID {
    fn from(c: CarID) -> Self {
        Self::Car(c)
    }
}

impl From<PedestrianID> for ID {
    fn from(p: PedestrianID) -> Self {
        Self::Pedestrian(p)
    }
}

impl From<Vec<PedestrianID>> for ID {
    fn from(p: Vec<PedestrianID>) -> Self {
        Self::PedCrowd(p)
    }
}

impl From<TransitStopID> for ID {
    fn from(b: TransitStopID) -> Self {
        Self::TransitStop(b)
    }
}

impl From<AreaID> for ID {
    fn from(a: AreaID) -> Self {
        Self::Area(a)
    }
}