mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-12-27 00:12:55 +03:00
2.6 KiB
2.6 KiB
TODO - Refactoring
- easier way to define magic tuneable constants
- and maybe to recalculate fixedish things if they change?
Map layer
-
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
-
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
-
make synthetic use raw stuff directly?
- lonlat vs pt is annoying; have to use bounds to balloon to world at least once
Sim layer
- rename Car->Vehicle?
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
- maybe move glyph ownership out of canvas entirely. dont need RefCell.
- generic World with quadtree should have actions on objects
Editor layer
-
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.
-
Layers could be stackable modal too, but do that later. low-pri.
-
RenderOptions shouldnt need cam_zoom and debug_mode
-
make sure keys from any mode dont overlap. activation keys in one place?
- stop following + floodfill from lane...
-
some plugin state is a bit weird when loading savestates
-
rewrite input to understand the 3: context menu, top menu action, or modal things
- misc keys?
-
eventually input won't need to check for dupe keys
- escape is used in two places now... but who cares?
-
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.