3.4 KiB
TODO - Refactoring
- easier way to define magic tuneable constants
- and maybe to recalculate fixedish things if they change?
Map layer
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fixed precision math
- more careful geom types, with negative/positive cases
- also bounds?
- 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?
- graph querying?
- rendering (and other UI/editor interactions)?
- sim state?
- Sidewalk, Parking, Street
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make synthetic use raw stuff directly?
- lonlat vs pt is annoying; have to use bounds to balloon to world at least once
Sim layer
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consider refactoring car/ped sim
- 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
- manual call at a fxn to dump its stacktrace somewhere (to a file? ideally shared global state to dedupe stuff)
- macro to insert a call at the beginning of a fxn
- macro to apply a macro to all fxns in an impl
- then i can manually edit a few places when I want to gather data
- 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 meant for spawner, or driving/walking to query. separate out some traits.
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on a lane vs turn permeates so many places
ezgui layer
- 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.
Editor layer
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plugin APIs are weird
- ambient_event and one event() indicating done or not. dont express blockingness in that API.
- actually, take away Plugin trait entirely? Except for the stuff that gets all boxed up?
- one API for all modes/plugins doesn't make sense maybe. does primary_plugins need to be in PluginCtx at all?
- can we somehow fold PluginsPerMap into PerMapUI? :D different API that doesnt blindly pass in all of primary field
- 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?
- 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
- misc keys?
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eventually input won't need to check for dupe keys
- escape is used in two places now... but who cares?
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consider the decentralized->monolithic redesign
- 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.
- decentralized, stuff like showing original roads is tedious. lots of stackable stuff that can be removed.