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3.6 KiB
3.6 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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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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revamp stop sign editor
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toggle rewind mode
- sim stuff feels like a modal menu that's kinda omniprescent, but gets hidden sometimes
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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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mouseover shouldnt even be possible in lot of modes, like when a menu is active
General ezgui stuff
- optionally limit canvas scrolling/zooming to some map bounds
- top menu doesnt know when we have a more urgent input thing going!
- cant use G for geom debug mode and contextual polygon debug
- X on all menus
- when dragging, dont give mouse movement to UI elements
- start context menu when left click releases and we're not dragging
- dont draw context menu off-screen
- can we change labels in modal or top menu? show/hide
- stacked modal menus
- should quit key for modal menus match key that started it?
- launch floodfill from context menu while following an agent... shouldnt be allowed
- can coexist: show score, search, hide
- some abstraction to just declare set_mode, give the extra width and height besides the menu, and get back a screenpt to start drawing at
- bold hotkey letters
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
- 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?
- then debug the legend plugin
- triangle and base have a gap; why?!
Switch to OpenGL (for speed)
- speed
- 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
- quality
- need padding around text
- text entry needs to draw the cursor differently
- 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?
Performance
- it's a pity we have to redo DrawCar work for all those parked cars every tick
- areas like lakes are incredibly detailed