use crate::helpers::{ColorScheme, ID}; use crate::render::{ draw_vehicle, AgentCache, DrawCtx, DrawMap, DrawOptions, DrawPedestrian, Renderable, MIN_ZOOM_FOR_DETAIL, }; use abstutil; use abstutil::MeasureMemory; use ezgui::{Color, EventCtx, GfxCtx, Prerender}; use geom::{Bounds, Circle, Distance, Duration}; use map_model::{Map, Traversable}; use serde_derive::{Deserialize, Serialize}; use sim::{GetDrawAgents, Sim, SimFlags}; use structopt::StructOpt; // TODO Collapse stuff! pub struct UI { pub primary: PerMapUI, pub cs: ColorScheme, } impl UI { pub fn new(flags: Flags, ctx: &mut EventCtx) -> UI { let cs = ColorScheme::load().unwrap(); UI { primary: PerMapUI::new(flags, &cs, ctx), cs, } } pub fn draw( &self, g: &mut GfxCtx, opts: DrawOptions, source: &GetDrawAgents, show_objs: &ShowObject, ) { let ctx = DrawCtx { cs: &self.cs, map: &self.primary.map, draw_map: &self.primary.draw_map, sim: &self.primary.sim, }; let mut sample_intersection: Option = None; g.clear(self.cs.get_def("true background", Color::BLACK)); g.redraw(&self.primary.draw_map.boundary_polygon); if g.canvas.cam_zoom < 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_lanes { g.redraw(&self.primary.draw_map.draw_all_thick_roads); } if layers.show_intersections { g.redraw(&self.primary.draw_map.draw_all_unzoomed_intersections); } if layers.show_buildings { g.redraw(&self.primary.draw_map.draw_all_buildings); } if layers.show_extra_shapes { for es in &self.primary.draw_map.extra_shapes { if show_objs.show(es.get_id()) { es.draw(g, &opts, &ctx); } } } // Still show area/extra shape selection when zoomed out. if let Some(ID::Area(id)) = self.primary.current_selection { g.draw_polygon( self.cs.get("selected"), &ctx.draw_map.get_a(id).get_outline(&ctx.map), ); } else if let Some(ID::ExtraShape(id)) = self.primary.current_selection { g.draw_polygon( self.cs.get("selected"), &ctx.draw_map.get_es(id).get_outline(&ctx.map), ); } let (moving, waiting) = self.primary.sim.get_unzoomed_polygons(&self.primary.map); g.draw_polygons(self.cs.get_def("moving blob of cars", Color::CYAN), &moving); g.draw_polygons( self.cs.get_def("waiting blob of cars", Color::RED), &waiting, ); } 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 { match obj.get_id() { ID::Building(_) => { if !drawn_all_buildings { g.redraw(&self.primary.draw_map.draw_all_buildings); drawn_all_buildings = true; } } ID::Area(_) => { if !drawn_all_areas { g.redraw(&self.primary.draw_map.draw_all_areas); drawn_all_areas = true; } } _ => {} }; obj.draw(g, &opts, &ctx); if self.primary.current_selection == Some(obj.get_id()) { g.draw_polygon( self.cs.get_def("selected", Color::RED.alpha(0.7)), &obj.get_outline(&ctx.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); } } // Because we have to sometimes borrow part of self for GetDrawAgents, this just returns the // Option that the caller should assign. When this monolithic UI nonsense is dismantled, // this weirdness goes away. pub fn handle_mouseover( &self, ctx: &mut EventCtx, source: &GetDrawAgents, show_objs: &ShowObject, debug_areas: bool, ) -> Option { if !ctx.canvas.is_dragging() && ctx.input.get_moved_mouse().is_some() { // Unzoomed mode. Ignore when debugging areas. if ctx.canvas.cam_zoom < MIN_ZOOM_FOR_DETAIL && !debug_areas { 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 { // In unzoomed mode, can only mouseover areas match obj.get_id() { ID::Area(_) => { if !debug_areas { continue; } } // Never mouseover these ID::Road(_) => { continue; } _ => { if ctx.canvas.cam_zoom < MIN_ZOOM_FOR_DETAIL { continue; } } } if obj.contains_pt(pt, &self.primary.map) { return Some(obj.get_id()); } } return None; } if ctx.input.window_lost_cursor() { return None; } self.primary.current_selection } // 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: &GetDrawAgents, show_objs: &ShowObject, ) -> Vec> { let map = &self.primary.map; let draw_map = &self.primary.draw_map; let mut areas: Vec> = Vec::new(); let mut lanes: Vec> = Vec::new(); let mut roads: Vec> = Vec::new(); let mut intersections: Vec> = Vec::new(); let mut buildings: Vec> = Vec::new(); let mut extra_shapes: Vec> = Vec::new(); let mut bus_stops: Vec> = Vec::new(); let mut agents_on: Vec = Vec::new(); for id in draw_map.get_matching_objects(bounds) { if !show_objs.show(id) { continue; } match id { ID::Area(id) => areas.push(Box::new(draw_map.get_a(id))), ID::Lane(id) => { lanes.push(Box::new(draw_map.get_l(id))); agents_on.push(Traversable::Lane(id)); for bs in &map.get_l(id).bus_stops { bus_stops.push(Box::new(draw_map.get_bs(*bs))); } } ID::Road(id) => { roads.push(Box::new(draw_map.get_r(id))); } ID::Intersection(id) => { intersections.push(Box::new(draw_map.get_i(id))); for t in &map.get_i(id).turns { agents_on.push(Traversable::Turn(*t)); } } // TODO front paths will get drawn over buildings, depending on quadtree order. // probably just need to make them go around other buildings instead of having // two passes through buildings. ID::Building(id) => buildings.push(Box::new(draw_map.get_b(id))), ID::ExtraShape(id) => extra_shapes.push(Box::new(draw_map.get_es(id))), ID::BusStop(_) | ID::Turn(_) | ID::Car(_) | ID::Pedestrian(_) | ID::Trip(_) => { panic!("{:?} shouldn't be in the quadtree", id) } } } // From background to foreground Z-order let mut borrows: Vec> = Vec::new(); borrows.extend(areas); borrows.extend(lanes); borrows.extend(roads); borrows.extend(intersections); borrows.extend(buildings); borrows.extend(extra_shapes); borrows.extend(bus_stops); // Expand all of the Traversables into agents, populating the cache if needed. { let time = source.time(); let step_count = source.step_count(); for on in &agents_on { if !agents.has(time, *on) { let mut list: Vec> = Vec::new(); for c in source.get_draw_cars(*on, map).into_iter() { list.push(draw_vehicle(c, map, prerender, &self.cs)); } for p in source.get_draw_peds(*on, map).into_iter() { list.push(Box::new(DrawPedestrian::new( p, step_count, map, prerender, &self.cs, ))); } agents.put(time, *on, list); } } } for on in agents_on { for obj in agents.get(on) { borrows.push(obj); } } // This is a stable sort. borrows.sort_by_key(|r| r.get_zorder()); borrows } } #[derive(Serialize, Deserialize, Debug)] pub struct EditorState { pub map_name: String, pub cam_x: f64, pub cam_y: f64, pub cam_zoom: f64, } pub struct ShowLayers { pub show_buildings: bool, pub show_intersections: bool, pub show_lanes: bool, pub show_areas: bool, pub show_extra_shapes: bool, pub geom_debug_mode: bool, } impl ShowLayers { pub fn new() -> ShowLayers { ShowLayers { show_buildings: true, show_intersections: true, show_lanes: true, show_areas: true, show_extra_shapes: true, geom_debug_mode: 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(StructOpt, Debug, Clone)] #[structopt(name = "editor")] pub struct Flags { #[structopt(flatten)] pub sim_flags: SimFlags, /// Extra KML or ExtraShapes to display #[structopt(long = "kml")] pub kml: Option, // TODO Ideally these'd be phrased positively, but can't easily make them default to true. /// Should lane markings be drawn? Sometimes they eat too much GPU memory. #[structopt(long = "dont_draw_lane_markings")] pub dont_draw_lane_markings: bool, /// Enable cpuprofiler? #[structopt(long = "enable_profiler")] pub enable_profiler: bool, /// Number of agents to generate when requested. If unspecified, trips to/from borders will be /// included. #[structopt(long = "num_agents")] pub num_agents: Option, /// Don't start with the splash screen and menu #[structopt(long = "no_splash")] pub no_splash: bool, } // All of the state that's bound to a specific map+edit has to live here. pub struct PerMapUI { pub map: Map, pub draw_map: DrawMap, pub sim: Sim, pub current_selection: Option, pub current_flags: Flags, } impl PerMapUI { pub fn new(flags: Flags, cs: &ColorScheme, ctx: &mut EventCtx) -> PerMapUI { let (map, sim, draw_map) = ctx.loading_screen(|ctx, timer| { let mut mem = MeasureMemory::new(); let (map, sim, _) = flags.sim_flags.load(Some(Duration::seconds(30.0)), timer); mem.reset("Map and Sim", timer); timer.start("draw_map"); let draw_map = DrawMap::new(&map, &flags, cs, ctx.prerender, timer); timer.stop("draw_map"); mem.reset("DrawMap", timer); (map, sim, draw_map) }); PerMapUI { map, draw_map, sim, current_selection: None, current_flags: flags.clone(), } } pub fn reset_sim(&mut self) { // TODO savestate_every gets lost self.sim = Sim::new( &self.map, self.current_flags.sim_flags.run_name.clone(), None, ); } }