3 This file is part of R²C²
4 Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
13 #include <msp/core/except.h>
14 #include <msp/fs/stat.h>
15 #include <msp/fs/utils.h>
16 #include <msp/gbase/display.h>
17 #include <msp/gbase/window.h>
18 #include <msp/gl/blend.h>
19 #include <msp/gl/framebuffer.h>
20 #include <msp/gl/matrix.h>
21 #include <msp/gl/misc.h>
22 #include <msp/gl/projection.h>
23 #include <msp/gl/tests.h>
24 #include <msp/gl/transform.h>
25 #include <msp/io/print.h>
26 #include <msp/strings/formatter.h>
27 #include <msp/time/units.h>
28 #include <msp/time/utils.h>
29 #include "libr2c2/driver.h"
30 #include "libr2c2/tracktype.h"
33 #include "3d/vehicle.h"
35 #include "mainpanel.h"
36 #include "trainpanel.h"
37 #include "trainproperties.h"
38 #include "trainview.h"
44 Application::RegApp<Engineer> Engineer::reg;
46 Engineer::Engineer(int argc, char **argv):
48 window(options.screen_w, options.screen_h, options.fullscreen),
49 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
52 pipeline(window.get_width(), window.get_height(), false),
62 window.set_title("Railroad Engineer");
63 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
65 DataFile::load(ui_res, "r2c2.res");
66 root = new GLtk::Root(ui_res, window);
67 root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
68 root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
69 root->set_visible(true);
71 main_panel = new MainPanel(*this);
72 root->add(*main_panel);
73 main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
74 main_panel->set_visible(true);
76 overlay = new Overlay3D(ui_res.get_default_font());
78 // Setup railroad control
79 DataFile::load(catalogue, "tracks.dat");
80 DataFile::load(catalogue, "locos.dat");
81 DataFile::load(catalogue, "wagons.dat");
82 DataFile::load(layout, options.layout_fn);
84 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
85 layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
86 layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
87 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
89 if(FS::exists(options.state_fn))
90 DataFile::load(layout, options.state_fn);
94 server = new Server(layout);
95 server->use_event_dispatcher(event_disp);
99 DataFile::load(arrow_mesh, "arrow.mesh");
101 pipeline.set_camera(&camera);
102 pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
103 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
104 pipeline.add_renderable_for_pass(*overlay, "overlay");
106 light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
107 light.set_diffuse(GL::Color(0.9));
108 lighting.set_ambient(GL::Color(0.4));
109 lighting.attach(0, light);
111 GL::PipelinePass *pass = &pipeline.add_pass(0);
112 pass->depth_test = &GL::DepthTest::lequal();
113 pass->lighting = &lighting;
115 pass = &pipeline.add_pass("unlit");
116 pass->depth_test = &GL::DepthTest::lequal();
118 pass = &pipeline.add_pass("overlay");
119 pass->blend = &GL::Blend::alpha();
123 // Catch various signals so we can stop the trains in case we get terminated
124 catch_signal(SIGINT);
125 catch_signal(SIGTERM);
126 catch_signal(SIGSEGV);
127 catch_signal(SIGILL);
128 catch_signal(SIGFPE);
129 catch_signal(SIGABRT);
132 Engineer::~Engineer()
134 const map<unsigned, Train *> &trains = layout.get_trains();
135 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
136 layout.get_driver().set_loco_speed(i->first, 0);
137 layout.get_driver().flush();
139 if(!options.simulate)
141 layout.save_dynamic(options.state_fn+".tmp");
142 FS::rename(options.state_fn+".tmp", options.state_fn);
151 void Engineer::set_status(const string &text)
153 main_panel->set_status_text(text);
154 status_timeout = Time::now()+10*Time::sec;
157 void Engineer::rearrange_panels()
159 int y = main_panel->get_geometry().y;
160 for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
162 y -= (*i)->get_geometry().h;
163 (*i)->set_position(0, y);
167 void Engineer::add_train_view(TrainView &tv)
169 train_views.push_back(&tv);
172 void Engineer::remove_train_view(TrainView &tv)
174 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
177 void Engineer::pick(bool with_ep)
181 picking_entry = (with_ep ? 0 : -1);
188 return Application::main();
191 void Engineer::tick()
193 window.get_display().tick();
196 event_disp.tick(Time::zero);
198 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
201 if(status_timeout && Time::now()>status_timeout)
203 main_panel->set_status_text(string());
204 status_timeout = Time::TimeStamp();
207 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
209 pipeline.render_all();
213 pointer_moved = false;
217 Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
218 if(track && track!=picking_track)
220 picking_track = track;
225 picking_path = new Path3D(layout_3d.get_track(*track));
227 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
229 picking_path->set_mask(picking_track->get_type().get_paths());
230 picking_path->set_color(GL::Color(0));
231 picking_path->set_layer(1);
236 if(picking && picking_track && picking_entry>=0)
238 GL::PushMatrix push_mat;
240 float rot = picking_track->get_endpoint_direction(picking_entry);
241 Vector pos = picking_track->get_endpoint_position(picking_entry);
243 GL::translate(pos.x, pos.y, pos.z+0.03);
244 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
249 const GLtk::Geometry &rgeom = root->get_geometry();
250 GL::matrix_mode(GL::PROJECTION);
252 GL::ortho_bottomleft(rgeom.w, rgeom.h);
253 GL::matrix_mode(GL::MODELVIEW);
257 GL::Bind blend(GL::Blend::alpha());
259 GL::Texture::unbind();
262 window.swap_buffers();
265 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
269 if(btn==1 && picking_track)
274 signal_pick_done.emit(picking_track, picking_entry);
276 else if(btn==3 && picking_entry>=0)
278 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
279 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
284 Track *track = pick_track(x, window.get_height()-y-1);
287 if(track->get_turnout_id())
289 Block &block = track->get_block();
290 if(block.get_train() && !block.get_train()->free_block(block))
291 set_status("Turnout is busy");
294 unsigned paths = track->get_type().get_paths();
295 unsigned i = track->get_active_path()+1;
296 while(!(paths&(1<<i)))
303 track->set_active_path(i);
304 set_status(format("Turnout %d", track->get_turnout_id()));
307 if(unsigned sid = track->get_sensor_id())
310 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
311 set_status(format("Sensor %d", sid));
317 void Engineer::pointer_motion(int x, int y)
321 pointer_moved = true;
324 void Engineer::view_all()
326 const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
328 float view_aspect = float(window.get_width()-200)/window.get_height();
329 float view_height = tan(camera.get_field_of_view()/2)*2;
330 float best_score = 0;
333 for(float angle=0; angle<M_PI; angle+=0.01)
339 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
342 i->second->get_bounds(angle, minp, maxp);
343 min_x = min(min_x, minp.x);
344 max_x = max(max_x, maxp.x);
345 min_y = min(min_y, minp.y);
346 max_y = max(max_y, maxp.y);
349 float width = max_x-min_x;
350 float height = max_y-min_y;
351 float aspect = width/height;
352 float score = min(aspect/view_aspect, view_aspect/aspect);
358 float size = max(width/view_aspect, height);
359 float c = cos(angle);
360 float s = sin(angle);
361 float x = (min_x+max_x)/2-size*105/window.get_height();
362 float y = (min_y+max_y)/2;
363 float z = max(size*1.05/view_height, 0.15);
365 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
366 up = GL::Vector3(-s, c, 0);
370 camera.set_position(pos);
371 camera.set_up_direction(up);
372 camera.set_look_direction(GL::Vector3(0, 0, -1));
373 camera.set_aspect(float(window.get_width())/window.get_height());
374 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
377 void Engineer::set_block_color(const Block &block, const GL::Color &color)
379 const set<Track *> &tracks = block.get_tracks();
380 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
381 layout_3d.get_track(**i).get_path().set_color(color);
384 void Engineer::reset_block_color(const Block &block)
386 bool active = block.get_state()>Block::INACTIVE;
388 if(block.get_train())
391 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
392 if(i!=train_colors.end())
396 set_block_color(block, color*0.6);
398 set_block_color(block, color*0.5+0.5);
401 set_block_color(block, GL::Color(0.6));
403 set_block_color(block, GL::Color(1));
406 Track *Engineer::pick_track(int x, int y)
408 const GL::Vector3 &start = camera.get_position();
409 float xx = x*2.0/window.get_width()-1.0;
410 float yy = y*2.0/window.get_height()-1.0;
411 GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
413 return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
416 void Engineer::train_added(Train &train)
418 TrainPanel *tpanel = new TrainPanel(*this, train);
420 train_panels.push_back(tpanel);
423 Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
424 overlay->set_label(loco3d, train.get_name());
425 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
427 GL::Color best_color;
429 for(unsigned i=0; i<10; ++i)
432 color.r = rand()*1.0/RAND_MAX;
433 color.g = rand()*1.0/RAND_MAX;
434 color.b = rand()*1.0/RAND_MAX;
435 color = color*(1/max(max(color.r, color.g), color.b));
437 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
439 float dr = color.r-j->second.r;
440 float dg = color.g-j->second.g;
441 float db = color.b-j->second.b;
442 float d_sq = dr*dr+dg*dg+db*db;
446 if(min_d_sq>best_d_sq)
449 best_d_sq = min_d_sq;
452 train_colors[&train] = best_color;
455 void Engineer::sighandler(int sig)
457 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
459 signal(sig, SIG_DFL);
460 IO::print(IO::cerr, "Fatal signal received, terminating\n");
461 const map<unsigned, Train *> &trains = layout.get_trains();
462 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
463 layout.get_driver().set_loco_speed(i->first, 0);
464 layout.get_driver().flush();
467 else if(sig==SIGTERM || sig==SIGINT)