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