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4.3 KiB
4.3 KiB
TODO - GUI and UX
Fix existing stuff
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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
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if a lane could feasibly have multiple turn options but doesnt, print "ONLY"
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audit all panics
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tune text color, size, padding
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click cycle diagram to edit duration
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toggle rewind mode
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yellow or flashing red/yellow for yields
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text box entry: highlight char looks like replace mode; draw it btwn chars
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traffic signal cycles go offscreen sometimes!
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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
- label sections of modal menus
- 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 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
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
- choose in a menu list, or click on the map
- 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
- draw separate arrows src/dst, on each side of text