# TODO - Refactoring - easier way to define magic tuneable constants - and maybe to recalculate fixedish things if they change? ## Map layer - fixed precision math - more careful geom types, with negative/positive cases - also bounds? - cant get rid of the ccw intersection check... different answer in some cases that looks bad - maybe also the time to split into different lane types? what's similar/not between them? - graph querying? - rendering (and other UI/editor interactions)? - sim state? - Sidewalk, Parking, Street - make synthetic use raw stuff directly? - lonlat vs pt is annoying; have to use bounds to balloon to world at least once ## Sim layer - consider refactoring car/ped sim - basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs. - detangle sim managers... but first, figure out how to capture stacktraces - manual call at a fxn to dump its stacktrace somewhere (to a file? ideally shared global state to dedupe stuff) - macro to insert a call at the beginning of a fxn - macro to apply a macro to all fxns in an impl - then i can manually edit a few places when I want to gather data - https://en.wikipedia.org/wiki/File:A_Call_Graph_generated_by_pycallgraph.png - figure out responsibility btwn agents and managers, then fix up visibility - things like ParkingSimState have so many methods -- some are only meant for spawner, or driving/walking to query. separate out some traits. - on a lane vs turn permeates so many places ## ezgui layer - probably use f32, not f64 everywhere... but after Pt2D becomes fixed size - undo the y inversion hacks at last! - ezgui passes EventCtx and DrawCtx with appropriate things exposed. - maybe move glyph ownership out of canvas entirely. dont need RefCell. - need to pass around a NonDrawCtx very uniformly first for this to work - canvas owning text-drawing is maybe a bit weird, at least API-wise - hide stuff inside the ctx's? canvas and prerender shouldnt even be known outside of crate - generic World with quadtree should have actions on objects ## Editor layer - plugin APIs are weird - ambient_event and one event() indicating done or not. dont express blockingness in that API. - actually, take away Plugin trait entirely? Except for the stuff that gets all boxed up? - one API for all modes/plugins doesn't make sense maybe. does primary_plugins need to be in PluginCtx at all? - can we somehow fold PluginsPerMap into PerMapUI? :D different API that doesnt blindly pass in all of primary field - yes, we just have to change the API of everything in there to take a different PluginCtx that doesnt hand over entire primary. - Layers could be stackable modal too, but do that later. low-pri. - RenderOptions shouldnt need cam_zoom and debug_mode - make sure keys from any mode dont overlap. activation keys in one place? - stop following + floodfill from lane... - some plugin state is a bit weird when loading savestates - rewrite input to understand the 3: context menu, top menu action, or modal things - misc keys? - eventually input won't need to check for dupe keys - escape is used in two places now... but who cares? - consider the decentralized->monolithic redesign - could do callbacks that take PluginCtx and that particular plugin. but it becomes awkward to express an action is invalid. write nice imperative code, use control flow. - decentralized, stuff like showing original roads is tedious. lots of stackable stuff that can be removed.