# TODO - GUI and UX ## Fix existing stuff - try showing traffic signals by little boxes at the end of lanes - red circle means right turn on red OK, red right arrow means nope, green means normal turns ok, green arrow means protected left, crosswalk hand or stick figure - if a lane could feasibly have multiple turn options but doesnt, print "ONLY" - color roads as solid black when zoomed out, and make intersections similar (except for stop sign / signal) - audit all panics - tune text color, size, padding - sort the top menus - click cycle diagram to edit duration - revamp stop sign editor - toggle rewind mode - sim stuff feels like a modal menu that's kinda omniprescent, but gets hidden sometimes - yellow or flashing red/yellow for yields - text box entry: highlight char looks like replace mode; draw it btwn chars - traffic signal cycles go offscreen sometimes! - mouseover shouldnt even be possible in lot of modes, like when a menu is active ## General ezgui stuff - optionally limit canvas scrolling/zooming to some map bounds - top menu doesnt know when we have a more urgent input thing going! - cant use G for geom debug mode and contextual polygon debug - X on all menus - when dragging, dont give mouse movement to UI elements - start context menu when left click releases and we're not dragging - dont draw context menu off-screen - can we change labels in modal or top menu? show/hide - stacked modal menus - should quit key for modal menus match key that started it? - launch floodfill from context menu while following an agent... shouldnt be allowed - can coexist: show score, search, hide - some abstraction to just declare set_mode, give the extra width and height besides the menu, and get back a screenpt to start drawing at - bold hotkey letters ## New features - swap direction of one-way - convert between one- and two-way if there's enough space - collapse smaller roads/neighborhoods and just show aggregate stats about them (in/out flow, moving/blocked within) - undo support for edits ## Better rendering - depict residential bldg occupany size somehow - render overlapping peds reasonably - draw moving / blocked colors (gradually more red as they wait longer) - render cars with textures? - rooftops - https://thumbs.dreamstime.com/b/top-view-city-street-asphalt-transport-people-walking-down-sidewalk-intersecting-road-pedestrian-81034411.jpg - https://thumbs.dreamstime.com/z/top-view-city-seamless-pattern-streets-roads-houses-cars-68652655.jpg - general inspiration - https://gifer.com/en/2svr - https://www.fhwa.dot.gov/publications/research/safety/05078/images/fig6.gif - color tuning - neutral (white or offwhite) color and make noncritical info close to that. http://davidjohnstone.net/pages/lch-lab-colour-gradient-picker, chroma < 50 ## Switch to OpenGL (for speed) - speed - show FPS or some kind of measure of lag - sleep better in the event loop - first make UserInput borrow state and not need to consume - quality - need padding around text - text entry needs to draw the cursor differently - more speculative performance ideas - experiment with batching and not passing colors - specialized shaders for common shapes like circles? - try https://docs.rs/dymod/0.1.0/dymod/ to link in a release-mode ezgui crate? ## Performance - it's a pity we have to redo DrawCar work for all those parked cars every tick - areas like lakes are incredibly detailed