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3.4 KiB
3.4 KiB
TODO - GUI and UX
Quick n easy
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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
- Circle::new radius and pt project_away should take meters type
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if a lane could feasibly have multiple turn options but doesnt, print "ONLY"
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color roads as solid black when zoomed out, and make intersections similar (except for stop sign / signal)
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audit all panics
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tune text color, size, padding
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sort the top menus
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click cycle diagram to edit duration
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lane edit validity
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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
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swap direction of one-way
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convert between one- and two-way if there's enough space
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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 should own canvas too. ezgui passes EventCtx and DrawCtx with appropriate things exposed.
- canvas owning text-drawing is maybe a bit weird
- 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?