# TODO - GUI and UX ## Fix existing stuff - if a lane could feasibly have multiple turn options but doesnt, print "ONLY" - audit all panics - tune text color, size, padding - click cycle diagram to edit duration - toggle rewind mode - yellow or flashing red/yellow for yields - text box entry: highlight char looks like replace mode; draw it btwn chars - navigator - show options on map - stop jumping text size ## General ezgui stuff - optionally limit canvas scrolling/zooming to some map bounds - when dragging, dont give mouse movement to UI elements - start context menu when left click releases and we're not dragging - can we change labels in modal or top menu? show/hide - distinguish hints from status of modal menus, for hiding purposes - move context menus out of ezgui - simplify/remove UserInput. - maybe separate impls for context, wizard, modal menu make sense. ## 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 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 - http://gamma.cs.unc.edu/HYBRID_TRAFFIC/images/3d-topdown.jpg - 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 ## Performance - it's a pity we have to redo DrawCar work for all those parked cars every tick - 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 - more speculative performance ideas - specialized shaders for common shapes like circles? - try https://docs.rs/dymod/0.1.0/dymod/ to link in a release-mode ezgui crate? ## Depicting traffic unzoomed - strange things to depict - cars partly straddling roads - some lanes backed up, others moving - peds (lots of them in one position maybe!) - intersections (simultaneous turns, some blocked, others not) - peds waiting for bus - general ideas - darked colors (contrast map bg and road) - show min/max bounds (exact max is hard, but could calculate best-case easily) - percentage of capacity instead of an exact, moving length - criteria - at low zoom, easily pinpoint where things are moving and stuck - include all agents ## Mission Edit Mode - neighborhood - display some instructions in the modal thing ("move a point by grabbing it") - warp to neighborhood center and zoom out when loading one (or even hovering in the menu?) - display all and click to edit - draw text in map-space, or be able to scale it - renaming - scenario - visualize should just be the default thing - summarize in the modal menu, dont display the ugly text - almost feels like a list of 3 'command' types, each of which can be visualized: - seed cars - spawn agents - spawn agents from border - kind of need to CRUD this list - time input is very unclear, put help text in there - combine the spawn and border spawn... choose neighborhood OR border - choose in a menu list, or click on the map - draw the border nodes loudly - visualize better - draw separate arrows src/dst, on each side of text - draw text at a fixed size, not in screenspace, specify the font size. - associate font size with Text, probably - highlight a region, draw counts to/from it in some meaningful way - timer slider (except timeslices arent neatly in hour blocks, though they maybe should be) - a table (with color-coded entries) is actually perfect