# TODO - GUI and UX ## Quick n easy - 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 - Circle::new radius and pt project_away should take meters type - 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 - lane edit validity - make it easy to see current lane when changing it ## Less easy - 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 ## General ezgui stuff - trigger screencap from a top menu debug thing WITHOUT a hotkey. - optionally limit canvas scrolling/zooming to some map bounds - T top menu doesnt know when we have a more urgent input thing going! - cant use G for geom debug mode and contextual polygon debug - on a menu with preselected thing, clicking ANYWHERE does stuff... - X on all menus - when dragging, dont give mouse movement to UI elements ## New features - swap direction of one-way - convert between one- and two-way if there's enough space - undo support for edits ## Better rendering - 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 - use new arrows for drawing... - triangle and base have a gap; why?! - only for turn icons? - draw as one polygon when fixed - dashed thickness is way off - last dash shouldnt appear? ## Switch to OpenGL (for speed) - speed - change ezgui API to allow uploading geometry once - polyline -> arrow polygon. then collapse all lane markings into one Drawable. - prerender lane polygons for GREAT win - what about color then? get fancy and plumb an override color uniform? - stop storing raw geometry when appropriate - should the API for batching be easier? make a bunch of mutable calls to GfxCtx-like thing, then flush it? - sleep better in the event loop - i think screencap is broken - first make UserInput borrow state and not need to consume - experiment with batching and not passing colors - measure performance of huge maps - specialized shaders for common shapes like circles? - quality - need padding around text - text entry needs to draw the cursor differently - better arrows (then debug the legend plugin) - refactoring - pass canvas to text module, make it do the glyph borrowing? - pass dims to draw_text_bubble; all callers have it anyway, right? - probably use f32, not f64 everywhere - undo the y inversion hacks at last!