mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-11-25 03:41:09 +03:00
3.8 KiB
3.8 KiB
TODO - GUI and UX
Performance
- disable time travel recording by default
- cache draw stuff
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
- general inspiration
- 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?
- triangle and base have a gap; why?!
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
- maybe move glyph ownership out of canvas entirely. dont need RefCell.
- 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?