6 #include <msp/fs/stat.h>
7 #include <msp/fs/utils.h>
8 #include <msp/graphics/display.h>
9 #include <msp/graphics/window.h>
10 #include <msp/gl/blend.h>
11 #include <msp/gl/framebuffer.h>
12 #include <msp/gl/matrix.h>
13 #include <msp/gl/misc.h>
14 #include <msp/gl/tests.h>
15 #include <msp/gltk/floatingarrangement.h>
16 #include <msp/io/print.h>
17 #include <msp/strings/format.h>
18 #include <msp/time/units.h>
19 #include <msp/time/utils.h>
20 #include "libr2c2/driver.h"
21 #include "libr2c2/trackcircuit.h"
22 #include "libr2c2/tracktype.h"
23 #include "3d/allocation.h"
26 #include "3d/trackcircuit.h"
27 #include "3d/vehicle.h"
29 #include "mainwindow.h"
30 #include "newtraindialog.h"
31 #include "traindialog.h"
32 #include "trainview.h"
38 Engineer::Engineer(int argc, char **argv):
40 window(options.screen_w, options.screen_h, options.fullscreen),
45 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
48 main_view(layout_3d, window.get_width(), window.get_height()),
49 emergency_blink_state(0)
52 window.set_title("Railroad Engineer");
53 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
55 root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
56 GLtk::Layout *root_layout = new GLtk::Layout;
57 root->set_layout(root_layout);
58 root_layout->set_margin(GLtk::Sides());
59 root_arrangement = new GLtk::FloatingArrangement(*root_layout);
60 mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
61 mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
62 root->set_visible(true);
64 main_wnd = new MainWindow(*this);
67 main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
69 overlay = new Overlay3D(ui_res.get_default_font());
71 // Setup railroad control
72 DataFile::load(catalogue, "tracks.dat");
73 DataFile::load(catalogue, "locos.dat");
74 DataFile::load(catalogue, "wagons.dat");
75 DataFile::load(catalogue, "terrain.dat");
76 DataFile::load(layout, options.layout_fn);
78 if(layout.has_driver())
80 Driver &driver = layout.get_driver();
81 driver.signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
82 driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
84 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
85 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
86 const set<Block *> &blocks = layout.get_all<Block>();
87 for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
88 if(TrackCircuit *tc = (*i)->get_sensor())
89 new TrackCircuit3D(layout_3d, *tc);
91 const set<Track *> &tracks = layout.get_all<Track>();
92 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
93 if((*i)->get_type().is_turnout())
94 new Path3D(layout_3d.get_3d(**i));
96 if(FS::exists(options.state_fn))
97 DataFile::load(layout, options.state_fn);
101 server = new Server(layout);
102 server->use_event_dispatcher(event_disp);
106 GL::Pipeline &pipeline = main_view.get_pipeline();
108 GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
109 pass->set_depth_test(&GL::DepthTest::lequal());
110 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
112 pass = &pipeline.add_pass("overlay");
113 pass->set_blend(&GL::Blend::alpha());
114 pipeline.add_renderable_for_pass(*overlay, "overlay");
118 // Catch various signals so we can stop the trains in case we get terminated
119 catch_signal(SIGINT);
120 catch_signal(SIGTERM);
121 catch_signal(SIGSEGV);
122 catch_signal(SIGILL);
123 catch_signal(SIGFPE);
124 catch_signal(SIGABRT);
127 Engineer::~Engineer()
129 if(!options.simulate)
131 layout.save_dynamic(options.state_fn+".tmp");
132 FS::rename(options.state_fn+".tmp", options.state_fn);
135 layout.get_driver().halt(true);
136 layout.get_driver().flush();
139 delete root_arrangement;
145 void Engineer::set_status(const string &text)
147 main_wnd->set_status_text(text);
148 status_timeout = Time::now()+10*Time::sec;
151 void Engineer::add_train_view(TrainView &tv)
153 train_views.push_back(&tv);
156 void Engineer::remove_train_view(TrainView &tv)
158 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
165 return Application::main();
168 void Engineer::tick()
170 window.get_display().tick();
172 for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
173 process_new_train(**i);
177 event_disp.tick(Time::zero);
179 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
182 Time::TimeStamp t = Time::now();
183 if(status_timeout && t>status_timeout)
185 main_wnd->set_status_text(string());
186 status_timeout = Time::TimeStamp();
188 if(!emergencies.empty() && t>emergency_blink_timeout)
190 emergency_blink_state = (emergency_blink_state+1)%2;
191 GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
192 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
193 (*i)->set_color(color);
194 emergency_blink_timeout = t+0.5*Time::sec;
197 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
203 window.swap_buffers();
206 void Engineer::button_press(unsigned btn)
210 Object *obj = pick_object(pointer);
211 if(Track *track = dynamic_cast<Track *>(obj))
213 if(track->get_type().is_turnout())
215 Block &block = track->get_block();
216 if(block.get_train() && block.get_train()->is_block_critical(block))
217 set_status("Turnout is busy");
220 unsigned paths = track->get_type().get_paths();
221 unsigned i = track->get_active_path()+1;
222 while(!(paths&(1<<i)))
229 track->set_active_path(i);
230 set_status(format("Turnout %d", track->get_turnout_address()));
233 if(unsigned saddr = track->get_sensor_address())
236 layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
237 set_status(format("Sensor %d", saddr));
240 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
242 TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
249 void Engineer::axis_motion(unsigned axis, float value, float)
257 void Engineer::view_all()
259 const Layout3D::ObjectMap &objects = layout_3d.get_all();
261 float view_aspect = float(window.get_width())/window.get_height();
262 float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
263 float best_score = 0;
266 for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
268 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
270 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
271 bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
273 const Vector &minp = bbox.get_minimum_point();
274 const Vector &maxp = bbox.get_maximum_point();
276 float width = maxp.x-minp.x;
277 float height = maxp.y-minp.y;
278 float aspect = width/height;
279 float score = min(aspect/view_aspect, view_aspect/aspect);
285 float size = max(width/view_aspect, height);
286 float c = cos(angle);
287 float s = sin(angle);
288 float x = (minp.x+maxp.x)/2;
289 float y = (minp.y+maxp.y)/2;
290 float z = max(size*1.05/view_height, 0.15);
292 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
293 up = GL::Vector3(-s, c, 0);
297 GL::Camera &camera = main_view.get_camera();
298 camera.set_position(pos);
299 camera.set_up_direction(up);
300 camera.set_look_direction(GL::Vector3(0, 0, -1));
301 camera.set_aspect(float(window.get_width())/window.get_height());
302 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
305 Object *Engineer::pick_object(const Vector &p)
307 const GL::Vector3 &start = main_view.get_camera().get_position();
308 GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
310 // XXX Do this better; make this function a template?
311 if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
313 return layout.pick<Track>(Ray(start, Vector(ray)));
316 void Engineer::emergency(Block *block, const string &msg)
319 TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
320 tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
322 emergencies.push_back(tch3d);
325 void Engineer::halt_event(bool h)
329 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
335 void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
339 NewTrainDialog *dlg = new NewTrainDialog(*this);
341 dlg->signal_response.connect(sigc::mem_fun(this, &Engineer::import_finished));
343 import_active = true;
347 void Engineer::import_finished(int)
349 import_active = false;
352 void Engineer::process_new_train(Train &train)
354 Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
355 overlay->set_label(loco3d, train.get_name());
356 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
359 void Engineer::train_added(Train &train)
361 new_trains.push_back(&train);
363 GL::Color best_color;
365 for(unsigned i=0; i<10; ++i)
368 unsigned h = rand()%3;
369 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
370 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
371 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
372 color = color*(1/max(max(color.r, color.g), color.b));
374 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
376 float dr = color.r-j->second.r;
377 float dg = color.g-j->second.g;
378 float db = color.b-j->second.b;
379 float d_sq = dr*dr+dg*dg+db*db;
383 if(min_d_sq>best_d_sq)
386 best_d_sq = min_d_sq;
389 train_colors[&train] = best_color;
391 Allocation3D *alloc = new Allocation3D(layout_3d, train);
392 alloc->set_color(best_color);
395 void Engineer::sighandler(int sig)
397 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
399 signal(sig, SIG_DFL);
400 IO::print(IO::cerr, "Fatal signal received, terminating\n");
401 layout.get_driver().halt(true);
402 layout.get_driver().flush();
405 else if(sig==SIGTERM || sig==SIGINT)