# TODO - GUI and UX ## Performance - cache draw agents - actually use Drawables in the places ## 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 - 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 - show FPS or some kind of measure of lag - drawing cars is expensive - at least cache them until tick changes - sleep better in the event loop - first make UserInput borrow state and not need to consume - optimize zoomed-out experience... one polygon per road - make sure the quadtree isn't the limiting factor though - quality - need padding around text - text entry needs to draw the cursor differently - better arrows (then debug the legend plugin) - time for a car texture? - refactoring - 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 - 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?