3 This file is part of the MSP Märklin suite
4 Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
12 #include <msp/core/except.h>
13 #include <msp/fs/stat.h>
14 #include <msp/gbase/display.h>
15 #include <msp/gbase/window.h>
16 #include <msp/gl/blend.h>
17 #include <msp/gl/framebuffer.h>
18 #include <msp/gl/matrix.h>
19 #include <msp/gl/misc.h>
20 #include <msp/gl/projection.h>
21 #include <msp/gl/tests.h>
22 #include <msp/gl/transform.h>
23 #include <msp/io/print.h>
24 #include <msp/strings/formatter.h>
25 #include <msp/time/units.h>
26 #include <msp/time/utils.h>
27 #include "libmarklin/driver.h"
28 #include "libmarklin/tracktype.h"
31 #include "3d/vehicle.h"
33 #include "mainpanel.h"
34 #include "trainpanel.h"
35 #include "trainproperties.h"
38 using namespace Marklin;
41 Application::RegApp<Engineer> Engineer::reg;
43 Engineer::Engineer(int argc, char **argv):
45 window(options.screen_w, options.screen_h, options.fullscreen),
46 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
49 pipeline(window.get_width(), window.get_height(), false),
59 window.set_title("Railroad Engineer");
60 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
62 DataFile::load(ui_res, "marklin.res");
63 root = new GLtk::Root(ui_res, window);
64 root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
65 root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
66 root->set_visible(true);
68 main_panel = new MainPanel(*this, ui_res);
69 root->add(*main_panel);
70 main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
71 main_panel->set_visible(true);
73 overlay = new Overlay3D(window, camera, ui_res.get_default_font());
75 // Setup railroad control
76 DataFile::load(catalogue, "tracks.dat");
77 DataFile::load(catalogue, "locos.dat");
78 DataFile::load(catalogue, "wagons.dat");
79 DataFile::load(layout, options.layout_fn);
81 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
82 layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
83 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
84 layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
85 if(FS::exists("engineer.state"))
86 DataFile::load(layout, "engineer.state");
90 server = new Server(layout);
91 server->use_event_dispatcher(event_disp);
95 DataFile::load(arrow_mesh, "arrow.mesh");
97 pipeline.set_camera(&camera);
98 pipeline.add_renderable(layout_3d.get_scene());
100 light.set_position(0, -0.259, 0.966, 0);
101 lighting.attach(0, light);
103 GL::PipelinePass &pass = pipeline.add_pass(0);
104 pass.depth_test = &GL::DepthTest::lequal();
105 pass.lighting = &lighting;
109 // Catch various signals so we can stop the trains in case we get terminated
110 catch_signal(SIGINT);
111 catch_signal(SIGTERM);
112 catch_signal(SIGSEGV);
113 catch_signal(SIGILL);
114 catch_signal(SIGFPE);
115 catch_signal(SIGABRT);
118 Engineer::~Engineer()
120 const map<unsigned, Train *> &trains = layout.get_trains();
121 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
122 layout.get_driver().set_loco_speed(i->first, 0);
123 layout.get_driver().flush();
125 if(!options.simulate)
126 layout.save_trains("engineer.state");
134 void Engineer::set_status(const string &text)
136 main_panel->set_status_text(text);
137 status_timeout = Time::now()+10*Time::sec;
140 void Engineer::pick(bool with_ep)
144 picking_entry = (with_ep ? 0 : -1);
151 return Application::main();
154 void Engineer::tick()
156 window.get_display().tick();
159 event_disp.tick(Time::zero);
161 if(status_timeout && Time::now()>status_timeout)
163 main_panel->set_status_text(string());
164 status_timeout = Time::TimeStamp();
167 GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
169 pipeline.render_all();
171 GL::Bind depth(GL::DepthTest::lequal());
172 layout_3d.get_path_scene().render();
175 GL::Bind blend(GL::Blend::alpha());
181 pointer_moved = false;
185 Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
186 if(track && &track->get_track()!=picking_track)
188 picking_track = &track->get_track();
193 picking_path = new Path3D(*track);
195 picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
197 picking_path->set_mask(picking_track->get_type().get_paths());
198 picking_path->set_color(GL::Color(0));
199 picking_path->set_layer(1);
204 if(picking && picking_track && picking_entry>=0)
206 GL::PushMatrix push_mat;
208 float rot = picking_track->get_endpoint_direction(picking_entry);
209 Point pos = picking_track->get_endpoint_position(picking_entry);
211 GL::translate(pos.x, pos.y, pos.z+0.03);
212 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
217 const GLtk::Geometry &rgeom = root->get_geometry();
218 GL::matrix_mode(GL::PROJECTION);
220 GL::ortho_bottomleft(rgeom.w, rgeom.h);
221 GL::matrix_mode(GL::MODELVIEW);
225 GL::Bind blend(GL::Blend::alpha());
227 GL::Texture::unbind();
230 window.swap_buffers();
233 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
237 if(btn==1 && picking_track)
242 signal_pick_done.emit(picking_track, picking_entry);
244 else if(btn==3 && picking_entry>=0)
246 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
247 picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
252 Track3D *t3d = pick_track(x, window.get_height()-y-1);
255 Track &track = t3d->get_track();
256 if(track.get_turnout_id())
258 Block &block = layout.get_block_by_track(track);
259 if(block.get_train() && !block.get_train()->free_block(block))
260 set_status("Turnout is busy");
263 unsigned paths = track.get_type().get_paths();
264 unsigned i = track.get_active_path()+1;
265 while(!(paths&(1<<i)))
272 track.set_active_path(i);
273 set_status(format("Turnout %d", track.get_turnout_id()));
276 if(unsigned sid = track.get_sensor_id())
279 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
280 set_status(format("Sensor %d", sid));
286 void Engineer::pointer_motion(int x, int y)
290 pointer_moved = true;
293 void Engineer::view_all()
295 const list<Track3D *> &tracks = layout_3d.get_tracks();
297 float view_aspect = float(window.get_width()-200)/window.get_height();
298 float view_height = tan(camera.get_field_of_view()/2)*2;
299 float best_score = 0;
302 for(float angle=0; angle<M_PI; angle+=0.01)
308 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
311 (*i)->get_bounds(angle, minp, maxp);
312 min_x = min(min_x, minp.x);
313 max_x = max(max_x, maxp.x);
314 min_y = min(min_y, minp.y);
315 max_y = max(max_y, maxp.y);
318 float width = max_x-min_x;
319 float height = max_y-min_y;
320 float aspect = width/height;
321 float score = min(aspect/view_aspect, view_aspect/aspect);
327 float size = max(width/view_aspect, height);
328 float c = cos(angle);
329 float s = sin(angle);
330 float x = (min_x+max_x)/2-size*105/window.get_height();
331 float y = (min_y+max_y)/2;
332 float z = max(size*1.05/view_height, 0.15);
334 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
335 up = GL::Vector3(-s, c, 0);
339 camera.set_position(pos);
340 camera.set_up_direction(up);
341 camera.set_look_direction(GL::Vector3(0, 0, -1));
342 camera.set_aspect(float(window.get_width())/window.get_height());
343 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
346 void Engineer::set_block_color(const Block &block, const GL::Color &color)
348 const set<Track *> &tracks = block.get_tracks();
349 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
350 layout_3d.get_track(**i).get_path().set_color(color);
353 void Engineer::reset_block_color(const Block &block)
356 if(unsigned sid=block.get_sensor_id())
357 active = layout.get_driver().get_sensor(sid);
359 if(block.get_train())
362 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
363 if(i!=train_colors.end())
367 set_block_color(block, color*0.6);
369 set_block_color(block, color*0.5+0.5);
372 set_block_color(block, GL::Color(0.6));
374 set_block_color(block, GL::Color(1));
377 void Engineer::sensor_event(unsigned addr, bool)
379 const set<Block *> &blocks = layout.get_blocks();
380 for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
381 if((*i)->get_sensor_id()==addr)
382 reset_block_color(**i);
385 void Engineer::block_reserved(const Block &block, const Train *)
387 reset_block_color(block);
390 Track3D *Engineer::pick_track(int x, int y)
392 float view_height = tan(camera.get_field_of_view()/2)*2;
393 float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
394 float yy = (float(y)/window.get_height()-0.5)*view_height;
395 float size = 4.0/window.get_height()*view_height;
399 return layout_3d.pick_track(xx, yy, size);
402 void Engineer::train_added(Train &train)
404 TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
406 int y = main_panel->get_geometry().y;
407 for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
408 y -= (*i)->get_geometry().h;
409 tpanel->set_position(0, y-tpanel->get_geometry().h);
410 train_panels.push_back(tpanel);
411 tpanel->set_visible(true);
413 Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
414 overlay->set_label(loco3d, train.get_name());
415 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
417 GL::Color best_color;
419 for(unsigned i=0; i<10; ++i)
422 color.r = rand()*1.0/RAND_MAX;
423 color.g = rand()*1.0/RAND_MAX;
424 color.b = rand()*1.0/RAND_MAX;
425 color = color*(1/max(max(color.r, color.g), color.b));
427 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
429 float dr = color.r-j->second.r;
430 float dg = color.g-j->second.g;
431 float db = color.b-j->second.b;
432 float d_sq = dr*dr+dg*dg+db*db;
436 if(min_d_sq>best_d_sq)
439 best_d_sq = min_d_sq;
442 train_colors[&train] = best_color;
445 void Engineer::sighandler(int sig)
447 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
449 signal(sig, SIG_DFL);
450 IO::print(IO::cerr, "Fatal signal received, terminating\n");
451 const map<unsigned, Train *> &trains = layout.get_trains();
452 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
453 layout.get_driver().set_loco_speed(i->first, 0);
454 layout.get_driver().flush();
457 else if(sig==SIGTERM || sig==SIGINT)