hide all agents when editing intersections, so turn icons are always
visible
@@ -263,6 +263,7 @@ impl DrawMap {
ID::Parcel(id) => parcels.push(Box::new(self.get_p(*id))),
ID::Lane(id) => {
lanes.push(Box::new(self.get_l(*id)));
+ if !show_turn_icons.show_icons_for(map.get_l(*id).dst_i) {
for c in sim.get_draw_cars(Traversable::Lane(*id), map).into_iter() {
cars.push(draw_vehicle(c, map));
}
@@ -270,12 +271,13 @@ impl DrawMap {
peds.push(Box::new(DrawPedestrian::new(p, map)));
}
}
+ }
ID::Intersection(id) => {
intersections.push(Box::new(self.get_i(*id)));
for t in &map.get_i(*id).turns {
if show_turn_icons.show_icons_for(*id) {
turn_icons.push(Box::new(self.get_t(*t)));
- }
+ } else {
for c in sim.get_draw_cars(Traversable::Turn(*t), map).into_iter() {
cars.push(draw_vehicle(c, map));
}
@@ -284,6 +286,7 @@ impl DrawMap {
}
}
}
+ }
// TODO front paths will get drawn over buildings, depending on quadtree order.
// probably just need to make them go around other buildings instead of having
// two passes through buildings.
