// Copyright 2018 Google LLC, licensed under http://www.apache.org/licenses/LICENSE-2.0 // TODO this should just be a way to handle interactions between plugins use abstutil; use animation; use colors::{ColorScheme, Colors}; use control::ControlMap; use control::{ModifiedStopSign, ModifiedTrafficSignal}; use ezgui::GfxCtx; use ezgui::ToggleableLayer; use ezgui::canvas::Canvas; use ezgui::input::UserInput; use graphics; use graphics::types::Color; use gui; use map_model; use map_model::IntersectionID; use piston::input::{Key, MouseCursorEvent}; use piston::window::Size; use plugins::classification::OsmClassifier; use plugins::color_picker::ColorPicker; use plugins::floodfill::Floodfiller; use plugins::geom_validation; use plugins::search::SearchState; use plugins::selection::{Hider, SelectionState, ID}; use plugins::sim_controls::SimController; use plugins::steep::SteepnessVisualizer; use plugins::stop_sign_editor::StopSignEditor; use plugins::traffic_signal_editor::TrafficSignalEditor; use plugins::turn_colors::TurnColors; use plugins::warp::WarpState; use render; use sim::CarID; use std::collections::HashMap; use std::process; // TODO ideally these would be tuned kind of dynamically based on rendering speed const MIN_ZOOM_FOR_ROADS: f64 = 0.15; const MIN_ZOOM_FOR_PARCELS: f64 = 1.0; const MIN_ZOOM_FOR_MOUSEOVER: f64 = 1.0; const MIN_ZOOM_FOR_ROAD_MARKERS: f64 = 5.0; pub struct UI { map: map_model::Map, draw_map: render::DrawMap, control_map: ControlMap, show_roads: ToggleableLayer, show_buildings: ToggleableLayer, show_intersections: ToggleableLayer, show_parcels: ToggleableLayer, show_icons: ToggleableLayer, debug_mode: ToggleableLayer, current_selection_state: SelectionState, hider: Hider, current_search_state: SearchState, warp: WarpState, floodfiller: Option, steepness_viz: SteepnessVisualizer, osm_classifier: OsmClassifier, turn_colors: TurnColors, traffic_signal_editor: Option, stop_sign_editor: Option, sim_ctrl: SimController, color_picker: ColorPicker, canvas: Canvas, // TODO maybe never pass this to other places? Always resolve colors here? cs: ColorScheme, } impl UI { pub fn new(abst_path: &str, window_size: &Size, rng_seed: Option) -> UI { println!("Opening {}", abst_path); let map = map_model::Map::new(abst_path).expect("Couldn't load map"); let (draw_map, center_pt) = render::DrawMap::new(&map); let control_map = ControlMap::new(&map); let steepness_viz = SteepnessVisualizer::new(&map); let turn_colors = TurnColors::new(&control_map); let sim_ctrl = SimController::new(&map, rng_seed); let mut ui = UI { map, draw_map, control_map, steepness_viz, turn_colors, sim_ctrl, show_roads: ToggleableLayer::new("roads", Key::D3, "3", Some(MIN_ZOOM_FOR_ROADS)), show_buildings: ToggleableLayer::new("buildings", Key::D1, "1", Some(0.0)), show_intersections: ToggleableLayer::new( "intersections", Key::D2, "2", Some(MIN_ZOOM_FOR_ROADS), ), show_parcels: ToggleableLayer::new("parcels", Key::D4, "4", Some(MIN_ZOOM_FOR_PARCELS)), show_icons: ToggleableLayer::new( "turn icons", Key::D7, "7", Some(MIN_ZOOM_FOR_ROAD_MARKERS), ), debug_mode: ToggleableLayer::new("debug mode", Key::G, "G", None), current_selection_state: SelectionState::Empty, hider: Hider::new(), current_search_state: SearchState::Empty, warp: WarpState::Empty, floodfiller: None, osm_classifier: OsmClassifier::new(), traffic_signal_editor: None, stop_sign_editor: None, color_picker: ColorPicker::new(), canvas: Canvas::new(), cs: ColorScheme::load("color_scheme").unwrap(), }; match abstutil::read_json::("editor_state") { Ok(state) => { println!("Loaded previous editor_state"); ui.canvas.cam_x = state.cam_x; ui.canvas.cam_y = state.cam_y; ui.canvas.cam_zoom = state.cam_zoom; ui.control_map .load_savestate(&state.traffic_signals, &state.stop_signs); } Err(_) => { println!("Couldn't load editor_state, just centering initial view"); ui.canvas .center_on_map_pt(center_pt.x(), center_pt.y(), window_size); } } let new_zoom = ui.canvas.cam_zoom; ui.zoom_for_toggleable_layers(-1.0, new_zoom); ui } // TODO or make a custom event for zoom change fn zoom_for_toggleable_layers(&mut self, old_zoom: f64, new_zoom: f64) { self.show_roads.handle_zoom(old_zoom, new_zoom); self.show_buildings.handle_zoom(old_zoom, new_zoom); self.show_intersections.handle_zoom(old_zoom, new_zoom); self.show_parcels.handle_zoom(old_zoom, new_zoom); self.show_icons.handle_zoom(old_zoom, new_zoom); self.debug_mode.handle_zoom(old_zoom, new_zoom); } fn mouseover_something(&self, window_size: &Size) -> Option { let (x, y) = self.canvas.get_cursor_in_map_space(); let screen_bbox = self.canvas.get_screen_bbox(window_size); let roads_onscreen = if self.show_roads.is_enabled() { self.draw_map.get_roads_onscreen(screen_bbox, &self.hider) } else { Vec::new() }; for r in &roads_onscreen { for c in &self.sim_ctrl.sim.get_draw_cars_on_road(r.id, &self.map) { if c.contains_pt(x, y) { return Some(ID::Car(c.id)); } } } if self.show_icons.is_enabled() { for t in &self.draw_map.get_turn_icons_onscreen(screen_bbox) { if t.contains_pt(x, y) { return Some(ID::Turn(t.id)); } } } if self.show_intersections.is_enabled() { for i in &self.draw_map .get_intersections_onscreen(screen_bbox, &self.hider) { for t in &self.map.get_i(i.id).turns { for c in &self.sim_ctrl.sim.get_draw_cars_on_turn(*t, &self.map) { if c.contains_pt(x, y) { return Some(ID::Car(c.id)); } } } if i.contains_pt(x, y) { return Some(ID::Intersection(i.id)); } } } if self.show_roads.is_enabled() { for r in &roads_onscreen { for c in &self.sim_ctrl.sim.get_draw_cars_on_road(r.id, &self.map) { if c.contains_pt(x, y) { return Some(ID::Car(c.id)); } } if r.road_contains_pt(x, y) { return Some(ID::Road(r.id)); } } } if self.show_buildings.is_enabled() { for b in &self.draw_map .get_buildings_onscreen(screen_bbox, &self.hider) { if b.contains_pt(x, y) { return Some(ID::Building(b.id)); } } } None } fn color_road(&self, id: map_model::RoadID) -> Color { let r = self.map.get_r(id); let mut default = match r.lane_type { map_model::LaneType::Driving => self.cs.get(Colors::Road), map_model::LaneType::Parking => self.cs.get(Colors::Parking), map_model::LaneType::Sidewalk => self.cs.get(Colors::Sidewalk), }; if r.probably_broken { default = self.cs.get(Colors::Broken); } // TODO This evaluates all the color methods, which may be expensive. But the option // chaining is harder to read. :( vec![ self.current_selection_state.color_r(r, &self.cs), self.current_search_state.color_r(r, &self.cs), self.floodfiller .as_ref() .and_then(|f| f.color_r(r, &self.cs)), self.steepness_viz.color_r(&self.map, r), self.osm_classifier.color_r(r, &self.cs), ].iter() .filter_map(|c| *c) .next() .unwrap_or(default) } fn color_intersection(&self, id: map_model::IntersectionID) -> Color { let i = self.map.get_i(id); let changed = if let Some(s) = self.control_map.traffic_signals.get(&i.id) { s.changed() } else if let Some(s) = self.control_map.stop_signs.get(&i.id) { s.changed() } else { false }; let default_color = if changed { self.cs.get(Colors::ChangedIntersection) } else { self.cs.get(Colors::UnchangedIntersection) }; self.current_selection_state .color_i(i, &self.cs) .unwrap_or(default_color) } fn color_turn_icon(&self, id: map_model::TurnID) -> Color { let t = self.map.get_t(id); // TODO traffic signal selection logic maybe moves here self.current_selection_state .color_t(t, &self.cs) .unwrap_or_else(|| { self.stop_sign_editor .as_ref() .and_then(|e| e.color_t(t, &self.control_map, &self.cs)) .unwrap_or_else(|| { self.traffic_signal_editor .as_ref() .and_then(|e| e.color_t(t, &self.map, &self.control_map, &self.cs)) .unwrap_or_else(|| { self.turn_colors .color_t(t) .unwrap_or(self.cs.get(Colors::TurnIconInactive)) }) }) }) } fn color_building(&self, id: map_model::BuildingID) -> Color { let b = self.map.get_b(id); vec![ self.current_selection_state.color_b(b, &self.cs), self.current_search_state.color_b(b, &self.cs), self.osm_classifier.color_b(b, &self.cs), ].iter() .filter_map(|c| *c) .next() .unwrap_or(self.cs.get(Colors::Building)) } // Returns (boundary, fill) color fn color_parcel(&self, id: map_model::ParcelID) -> (Color, Color) { let _p = self.map.get_p(id); ( self.cs.get(Colors::ParcelBoundary), self.cs.get(Colors::ParcelInterior), ) } fn color_car(&self, id: CarID) -> Color { if let Some(c) = self.current_selection_state.color_c(id, &self.cs) { return c; } if self.sim_ctrl.sim.is_moving(id) { self.cs.get(Colors::MovingCar) } else { self.cs.get(Colors::StuckCar) } } } impl gui::GUI for UI { fn event( mut self, input: &mut UserInput, window_size: &Size, ) -> (UI, animation::EventLoopMode) { let mut event_loop_mode = animation::EventLoopMode::InputOnly; let mut edit_mode = false; if let Some(mut e) = self.traffic_signal_editor { edit_mode = true; if e.event( input, &self.map, &mut self.control_map, &self.current_selection_state, ) { self.traffic_signal_editor = None; } else { self.traffic_signal_editor = Some(e); } } if let Some(mut e) = self.stop_sign_editor { edit_mode = true; if e.event( input, &self.map, &mut self.control_map, &self.current_selection_state, ) { self.stop_sign_editor = None; } else { self.stop_sign_editor = Some(e); } } // TODO disabling temporarily since it conflicts with warp. need to solve the // one-plugin-at-a-time problem. if !edit_mode && false { self.color_picker = self.color_picker .handle_event(input, window_size, &mut self.cs); } self.current_search_state = self.current_search_state.event(input); self.warp = self.warp.event( input, &self.map, &mut self.canvas, window_size, &mut self.current_selection_state, ); if !edit_mode && self.sim_ctrl.event(input, &self.map, &self.control_map) { event_loop_mode = event_loop_mode.merge(animation::EventLoopMode::Animation); } let old_zoom = self.canvas.cam_zoom; self.canvas.handle_event(input.use_event_directly()); let new_zoom = self.canvas.cam_zoom; self.zoom_for_toggleable_layers(old_zoom, new_zoom); if !edit_mode { if self.show_roads.handle_event(input) { if let SelectionState::SelectedRoad(_, _) = self.current_selection_state { self.current_selection_state = SelectionState::Empty; } if let SelectionState::TooltipRoad(_) = self.current_selection_state { self.current_selection_state = SelectionState::Empty; } } if self.show_buildings.handle_event(input) { if let SelectionState::SelectedBuilding(_) = self.current_selection_state { self.current_selection_state = SelectionState::Empty; } } if self.show_intersections.handle_event(input) { if let SelectionState::SelectedIntersection(_) = self.current_selection_state { self.current_selection_state = SelectionState::Empty; } } self.show_parcels.handle_event(input); self.show_icons.handle_event(input); self.steepness_viz.handle_event(input); self.osm_classifier.handle_event(input); self.debug_mode.handle_event(input); } if old_zoom >= MIN_ZOOM_FOR_MOUSEOVER && new_zoom < MIN_ZOOM_FOR_MOUSEOVER { self.current_selection_state = SelectionState::Empty; } if !self.canvas.is_dragging() && input.use_event_directly().mouse_cursor_args().is_some() && new_zoom >= MIN_ZOOM_FOR_MOUSEOVER { let item = self.mouseover_something(window_size); self.current_selection_state = self.current_selection_state.handle_mouseover(item); } self.hider.event(input, &mut self.current_selection_state); // TODO can't get this destructuring expressed right let (new_selection_state, new_event_loop_mode) = self.current_selection_state .event(input, &self.map, &mut self.sim_ctrl.sim); event_loop_mode = event_loop_mode.merge(new_event_loop_mode); self.current_selection_state = new_selection_state; match self.current_selection_state { SelectionState::SelectedRoad(id, _) => { if self.floodfiller.is_none() { if input.key_pressed(Key::F, "Press F to start floodfilling from this road") { self.floodfiller = Some(Floodfiller::new(id)); } } if self.map.get_r(id).lane_type == map_model::LaneType::Driving { if input.key_pressed(Key::A, "Press A to add a car starting from this road") { if !self.sim_ctrl.sim.spawn_one_on_road(id) { println!("No room, sorry"); } } } } SelectionState::SelectedIntersection(id) => { if self.traffic_signal_editor.is_none() && self.control_map.traffic_signals.contains_key(&id) { if input.key_pressed( Key::E, &format!("Press E to edit traffic signal for {:?}", id), ) { self.traffic_signal_editor = Some(TrafficSignalEditor::new(id)); } } if self.stop_sign_editor.is_none() && self.control_map.stop_signs.contains_key(&id) { if input.key_pressed(Key::E, &format!("Press E to edit stop sign for {:?}", id)) { self.stop_sign_editor = Some(StopSignEditor::new(id)); } } } _ => {} } if let Some(mut f) = self.floodfiller { if f.event(&self.map, input) { self.floodfiller = None; } else { self.floodfiller = Some(f); } } if input.unimportant_key_pressed(Key::S, "Spawn 1000 cars in random places") { self.sim_ctrl.sim.spawn_many_on_empty_roads(&self.map, 1000); } if input.unimportant_key_pressed(Key::I, "Validate map geometry") { geom_validation::validate_geometry(&self.draw_map); } if input.unimportant_key_pressed(Key::Escape, "Press escape to quit") { let state = EditorState { cam_x: self.canvas.cam_x, cam_y: self.canvas.cam_y, cam_zoom: self.canvas.cam_zoom, traffic_signals: self.control_map.get_traffic_signals_savestate(), stop_signs: self.control_map.get_stop_signs_savestate(), }; // TODO maybe make state line up with the map, so loading from a new map doesn't break abstutil::write_json("editor_state", &state).expect("Saving editor_state failed"); abstutil::write_json("color_scheme", &self.cs).expect("Saving color_scheme failed"); println!("Saved editor_state and color_scheme"); process::exit(0); } (self, event_loop_mode) } fn draw(&self, g: &mut GfxCtx, input: UserInput) { graphics::clear(self.cs.get(Colors::Background), g.gfx); g.ctx = self.canvas.get_transformed_context(&g.orig_ctx); let screen_bbox = self.canvas.get_screen_bbox(&g.window_size); if self.show_parcels.is_enabled() { for p in &self.draw_map.get_parcels_onscreen(screen_bbox) { p.draw(g, self.color_parcel(p.id)); } } let roads_onscreen = if self.show_roads.is_enabled() { self.draw_map.get_roads_onscreen(screen_bbox, &self.hider) } else { Vec::new() }; for r in &roads_onscreen { r.draw(g, self.color_road(r.id)); if self.canvas.cam_zoom >= MIN_ZOOM_FOR_ROAD_MARKERS { r.draw_detail(g, &self.cs); } if self.debug_mode.is_enabled() { r.draw_debug(g, &self.cs, self.map.get_r(r.id)); } } if self.show_intersections.is_enabled() { for i in &self.draw_map .get_intersections_onscreen(screen_bbox, &self.hider) { i.draw(g, self.color_intersection(i.id), &self.cs); } } if self.show_icons.is_enabled() { for t in &self.draw_map.get_turn_icons_onscreen(screen_bbox) { t.draw_icon(g, self.color_turn_icon(t.id), &self.cs); for c in &self.sim_ctrl.sim.get_draw_cars_on_turn(t.id, &self.map) { c.draw(g, self.color_car(c.id)); } } } for r in &roads_onscreen { for c in &self.sim_ctrl.sim.get_draw_cars_on_road(r.id, &self.map) { c.draw(g, self.color_car(c.id)); } } if self.show_buildings.is_enabled() { for b in &self.draw_map .get_buildings_onscreen(screen_bbox, &self.hider) { b.draw( g, self.color_building(b.id), self.cs.get(Colors::BuildingPath), ); } } self.current_selection_state.draw( &self.map, &self.canvas, &self.draw_map, &self.control_map, &self.sim_ctrl.sim, &self.cs, g, ); self.color_picker.draw(&self.canvas, g); let mut osd_lines = self.sim_ctrl.get_osd_lines(); let action_lines = input.get_possible_actions(); if !action_lines.is_empty() { osd_lines.push(String::from("")); osd_lines.extend(action_lines); } let search_lines = self.current_search_state.get_osd_lines(); if !search_lines.is_empty() { osd_lines.push(String::from("")); osd_lines.extend(search_lines); } let warp_lines = self.warp.get_osd_lines(); if !warp_lines.is_empty() { osd_lines.push(String::from("")); osd_lines.extend(warp_lines); } self.canvas.draw_osd_notification(g, &osd_lines); } } #[derive(Serialize, Deserialize, Debug)] pub struct EditorState { pub cam_x: f64, pub cam_y: f64, pub cam_zoom: f64, pub traffic_signals: HashMap, pub stop_signs: HashMap, }