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 "libmarklin/driver.h"
27 #include "libmarklin/tracktype.h"
30 #include "mainpanel.h"
31 #include "trainpanel.h"
32 #include "trainproperties.h"
35 using namespace Marklin;
38 Application::RegApp<Engineer> Engineer::reg;
40 Engineer::Engineer(int argc, char **argv):
42 window(options.screen_w, options.screen_h, options.fullscreen),
43 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
46 pipeline(window.get_width(), window.get_height(), false),
52 window.set_title("Railroad Engineer");
53 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
55 DataFile::load(ui_res, "marklin.res");
56 root = new GLtk::Root(ui_res, window);
57 root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
58 root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
59 root->set_visible(true);
61 main_panel = new MainPanel(*this, ui_res);
62 root->add(*main_panel);
63 main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
64 main_panel->set_visible(true);
66 overlay = new Overlay3D(window, camera, ui_res.get_default_font());
68 // Setup railroad control
69 DataFile::load(catalogue, "tracks.dat");
70 DataFile::load(catalogue, "locos.dat");
71 DataFile::load(layout, options.layout_fn);
73 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
74 layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
75 if(FS::exists("engineer.state"))
76 DataFile::load(layout, "engineer.state");
80 server = new Server(layout);
81 server->use_event_dispatcher(event_disp);
84 layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
87 DataFile::load(arrow_mesh, "arrow.mesh");
89 pipeline.set_camera(&camera);
90 pipeline.add_renderable(layout_3d.get_scene());
92 light.set_position(0, -0.259, 0.966, 0);
93 lighting.attach(0, light);
95 GL::PipelinePass &pass = pipeline.add_pass(0);
96 pass.depth_test = &GL::DepthTest::lequal();
97 pass.lighting = &lighting;
101 // Catch various signals so we can stop the trains in case we get terminated
102 catch_signal(SIGINT);
103 catch_signal(SIGTERM);
104 catch_signal(SIGSEGV);
105 catch_signal(SIGILL);
106 catch_signal(SIGFPE);
107 catch_signal(SIGABRT);
110 Engineer::~Engineer()
112 const map<unsigned, Train *> &trains = layout.get_trains();
113 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
114 i->second->set_speed(0);
115 layout.get_driver().flush();
117 if(!options.simulate)
118 layout.save_trains("engineer.state");
126 void Engineer::place_train(Train &train)
128 placing_train = &train;
130 main_panel->set_status_text("Select location");
137 return Application::main();
140 void Engineer::tick()
142 window.get_display().tick();
145 event_disp.tick(Time::zero);
147 GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
149 pipeline.render_all();
150 layout_3d.get_path_scene().render();
152 GL::Bind blend(GL::Blend::alpha());
156 if(placing_train && placing_block)
158 GL::PushMatrix push_mat;
160 const Marklin::Block::Endpoint &bep = placing_block->get_endpoints()[placing_entry];
161 float rot = bep.track->get_endpoint_direction(bep.track_ep);
162 Point pos = bep.track->get_endpoint_position(bep.track_ep);
164 GL::translate(pos.x, pos.y, pos.z+0.03);
165 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
170 const GLtk::Geometry &rgeom = root->get_geometry();
171 GL::matrix_mode(GL::PROJECTION);
173 GL::ortho_bottomleft(rgeom.w, rgeom.h);
174 GL::matrix_mode(GL::MODELVIEW);
178 GL::Bind blend(GL::Blend::alpha());
180 GL::Texture::unbind();
183 window.swap_buffers();
186 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
190 if(btn==1 && placing_block && !placing_block->get_train())
192 reset_block_color(*placing_block);
194 placing_train->place(*placing_block, placing_entry);
196 main_panel->set_status_text(string());
200 const vector<Block::Endpoint> &endpoints = placing_block->get_endpoints();
201 placing_entry = (placing_entry+1)%endpoints.size();
206 Track3D *t3d = pick_track(x, window.get_height()-y-1);
209 Track &track = t3d->get_track();
210 if(track.get_turnout_id())
212 Block &block = layout.get_block_by_track(track);
213 if(block.get_train() && !block.get_train()->free_block(block))
214 main_panel->set_status_text("Turnout busy");
217 unsigned paths = track.get_type().get_paths();
218 unsigned i = track.get_active_path()+1;
219 while(!(paths&(1<<i)))
226 track.set_active_path(i);
231 if(unsigned sid=track->get_track().get_sensor_id())
233 Sensor &sensor = control.get_sensor(sid);
234 control.signal_sensor_event.emit(sid, !sensor.get_state());
241 void Engineer::pointer_motion(int x, int y)
245 Track3D *track = pick_track(x, window.get_height()-y-1);
248 Block &block = layout.get_block_by_track(track->get_track());
249 if(&block!=placing_block)
252 reset_block_color(*placing_block);
253 placing_block = █
255 if(!placing_block->get_train())
256 set_block_color(*placing_block, GL::Color(0));
262 void Engineer::view_all()
264 const list<Track3D *> &tracks = layout_3d.get_tracks();
266 float view_aspect = float(window.get_width()-200)/window.get_height();
267 float view_height = tan(camera.get_field_of_view()/2)*2;
268 float best_score = 0;
271 for(float angle=0; angle<M_PI; angle+=0.01)
277 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
280 (*i)->get_bounds(angle, minp, maxp);
281 min_x = min(min_x, minp.x);
282 max_x = max(max_x, maxp.x);
283 min_y = min(min_y, minp.y);
284 max_y = max(max_y, maxp.y);
287 float width = max_x-min_x;
288 float height = max_y-min_y;
289 float aspect = width/height;
290 float score = min(aspect/view_aspect, view_aspect/aspect);
296 float size = max(width/view_aspect, height);
297 float c = cos(angle);
298 float s = sin(angle);
299 float x = (min_x+max_x)/2-size*105/window.get_height();
300 float y = (min_y+max_y)/2;
301 float z = max(size*1.05/view_height, 0.15);
303 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
304 up = GL::Vector3(-s, c, 0);
308 camera.set_position(pos);
309 camera.set_up_direction(up);
310 camera.set_look_direction(GL::Vector3(0, 0, -1));
313 void Engineer::set_block_color(const Block &block, const GL::Color &color)
315 const set<Track *> &tracks = block.get_tracks();
316 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
317 layout_3d.get_track(**i).get_path().set_color(color);
320 void Engineer::reset_block_color(const Block &block)
323 if(unsigned sid=block.get_sensor_id())
324 active = layout.get_driver().get_sensor(sid);
326 if(block.get_train())
329 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
330 if(i!=train_colors.end())
334 set_block_color(block, color*0.6);
336 set_block_color(block, color*0.5+0.5);
339 set_block_color(block, GL::Color(0.6));
341 set_block_color(block, GL::Color(1));
344 void Engineer::sensor_event(unsigned addr, bool)
346 const set<Block *> &blocks = layout.get_blocks();
347 for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
348 if((*i)->get_sensor_id()==addr)
349 reset_block_color(**i);
352 void Engineer::block_reserved(const Block &block, const Train *)
354 reset_block_color(block);
357 Track3D *Engineer::pick_track(int x, int y)
359 float view_height = tan(camera.get_field_of_view()/2)*2;
360 float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
361 float yy = (float(y)/window.get_height()-0.5)*view_height;
362 float size = 4.0/window.get_height()*view_height;
366 return layout_3d.pick_track(xx, yy, size);
369 void Engineer::train_added(Train &train)
371 TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
373 int y = main_panel->get_geometry().y;
374 for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
375 y -= (*i)->get_geometry().h;
376 tpanel->set_position(0, y-tpanel->get_geometry().h);
377 train_panels.push_back(tpanel);
378 tpanel->set_visible(true);
380 Train3D &t3d = layout_3d.get_train(train);
381 overlay->set_label(t3d, train.get_name());
382 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(t3d)));
384 GL::Color best_color;
386 for(unsigned i=0; i<10; ++i)
389 color.r = rand()*1.0/RAND_MAX;
390 color.g = rand()*1.0/RAND_MAX;
391 color.b = rand()*1.0/RAND_MAX;
392 color = color*(1/max(max(color.r, color.g), color.b));
394 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
396 float dr = color.r-j->second.r;
397 float dg = color.g-j->second.g;
398 float db = color.b-j->second.b;
399 float d_sq = dr*dr+dg*dg+db*db;
403 if(min_d_sq>best_d_sq)
406 best_d_sq = min_d_sq;
409 train_colors[&train] = best_color;
412 void Engineer::sighandler(int sig)
414 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
416 signal(sig, SIG_DFL);
417 IO::print(IO::cerr, "Fatal signal received, terminating\n");
418 const map<unsigned, Train *> &trains = layout.get_trains();
419 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
420 i->second->set_speed(0);
421 layout.get_driver().flush();
424 else if(sig==SIGTERM || sig==SIGINT)