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1 /* $Id$
2
3 This file is part of the MSP Märklin suite
4 Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <cmath>
9 #include <cstdlib>
10 #include <limits>
11 #include <signal.h>
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"
28 #include "3d/path.h"
29 #include "engineer.h"
30 #include "mainpanel.h"
31 #include "trainpanel.h"
32 #include "trainproperties.h"
33
34 using namespace std;
35 using namespace Marklin;
36 using namespace Msp;
37
38 Application::RegApp<Engineer> Engineer::reg;
39
40 Engineer::Engineer(int argc, char **argv):
41         options(argc, argv),
42         window(options.screen_w, options.screen_h, options.fullscreen),
43         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
44         layout_3d(layout),
45         server(0),
46         pipeline(window.get_width(), window.get_height(), false),
47         placing_train(0),
48         placing_block(0),
49         placing_entry(0)
50 {
51         // Setup GUI
52         window.set_title("Railroad Engineer");
53         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
54
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);
60
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);
65
66         overlay = new Overlay3D(window, camera, ui_res.get_default_font());
67
68         // Setup railroad control
69         DataFile::load(catalogue, "tracks.dat");
70         DataFile::load(catalogue, "locos.dat");
71         DataFile::load(layout, options.layout_fn);
72
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");
77
78         if(options.network)
79         {
80                 server = new Server(layout);
81                 server->use_event_dispatcher(event_disp);
82         }
83
84         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
85
86         // Setup 3D view
87         DataFile::load(arrow_mesh, "arrow.mesh");
88
89         pipeline.set_camera(&camera);
90         pipeline.add_renderable(layout_3d.get_scene());
91
92         light.set_position(0, -0.259, 0.966, 0);
93         lighting.attach(0, light);
94
95         GL::PipelinePass &pass = pipeline.add_pass(0);
96         pass.depth_test = &GL::DepthTest::lequal();
97         pass.lighting = &lighting;
98
99         view_all();
100
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);
108 }
109
110 Engineer::~Engineer()
111 {
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();
116
117         if(!options.simulate)
118                 layout.save_trains("engineer.state");
119
120         delete overlay;
121         delete root;
122
123         delete server;
124 }
125
126 void Engineer::place_train(Train &train)
127 {
128         placing_train = &train;
129         placing_block = 0;
130         main_panel->set_status_text("Select location");
131 }
132
133 int Engineer::main()
134 {
135         window.show();
136
137         return Application::main();
138 }
139
140 void Engineer::tick()
141 {
142         window.get_display().tick();
143
144         layout.tick();
145         event_disp.tick(Time::zero);
146
147         GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
148
149         pipeline.render_all();
150         layout_3d.get_path_scene().render();
151         {
152                 GL::Bind blend(GL::Blend::alpha());
153                 overlay->render(0);
154         }
155
156         if(placing_train && placing_block)
157         {
158                 GL::PushMatrix push_mat;
159
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);
163
164                 GL::translate(pos.x, pos.y, pos.z+0.03);
165                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
166
167                 arrow_mesh.draw();
168         }
169
170         const GLtk::Geometry &rgeom = root->get_geometry();
171         GL::matrix_mode(GL::PROJECTION);
172         GL::load_identity();
173         GL::ortho_bottomleft(rgeom.w, rgeom.h);
174         GL::matrix_mode(GL::MODELVIEW);
175         GL::load_identity();
176
177         {
178                 GL::Bind blend(GL::Blend::alpha());
179                 root->render();
180                 GL::Texture::unbind();
181         }
182
183         window.swap_buffers();
184 }
185
186 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
187 {
188         if(placing_train)
189         {
190                 if(btn==1 && placing_block && !placing_block->get_train())
191                 {
192                         reset_block_color(*placing_block);
193
194                         placing_train->place(*placing_block, placing_entry);
195                         placing_train = 0;
196                         main_panel->set_status_text(string());
197                 }
198                 else if(btn==3)
199                 {
200                         const vector<Block::Endpoint> &endpoints = placing_block->get_endpoints();
201                         placing_entry = (placing_entry+1)%endpoints.size();
202                 }
203         }
204         else
205         {
206                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
207                 if(t3d)
208                 {
209                         Track &track = t3d->get_track();
210                         if(track.get_turnout_id())
211                         {
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");
215                                 else
216                                 {
217                                         unsigned paths = track.get_type().get_paths();
218                                         unsigned i = track.get_active_path()+1;
219                                         while(!(paths&(1<<i)))
220                                         {
221                                                 if(!(paths>>i))
222                                                         i = 0;
223                                                 else
224                                                         ++i;
225                                         }
226                                         track.set_active_path(i);
227                                 }
228                         }
229                         /*else if(simulate)
230                         {
231                                 if(unsigned sid=track->get_track().get_sensor_id())
232                                 {
233                                         Sensor &sensor = control.get_sensor(sid);
234                                         control.signal_sensor_event.emit(sid, !sensor.get_state());
235                                 }
236                         }*/
237                 }
238         }
239 }
240
241 void Engineer::pointer_motion(int x, int y)
242 {
243         if(placing_train)
244         {
245                 Track3D *track = pick_track(x, window.get_height()-y-1);
246                 if(track)
247                 {
248                         Block &block = layout.get_block_by_track(track->get_track());
249                         if(&block!=placing_block)
250                         {
251                                 if(placing_block)
252                                         reset_block_color(*placing_block);
253                                 placing_block = &block;
254                                 placing_entry = 0;
255                                 if(!placing_block->get_train())
256                                         set_block_color(*placing_block, GL::Color(0));
257                         }
258                 }
259         }
260 }
261
262 void Engineer::view_all()
263 {
264         const list<Track3D *> &tracks = layout_3d.get_tracks();
265
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;
269         GL::Vector3 pos;
270         GL::Vector3 up;
271         for(float angle=0; angle<M_PI; angle+=0.01)
272         {
273                 float min_x = 0;
274                 float max_x = 0;
275                 float min_y = 0;
276                 float max_y = 0;
277                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
278                 {
279                         Point minp, maxp;
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);
285                 }
286
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);
291
292                 if(score>best_score)
293                 {
294                         best_score = score;
295
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);
302
303                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
304                         up = GL::Vector3(-s, c, 0);
305                 }
306         }
307
308         camera.set_position(pos);
309         camera.set_up_direction(up);
310         camera.set_look_direction(GL::Vector3(0, 0, -1));
311 }
312
313 void Engineer::set_block_color(const Block &block, const GL::Color &color)
314 {
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);
318 }
319
320 void Engineer::reset_block_color(const Block &block)
321 {
322         bool active = false;
323         if(unsigned sid=block.get_sensor_id())
324                 active = layout.get_driver().get_sensor(sid);
325
326         if(block.get_train())
327         {
328                 GL::Color color;
329                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
330                 if(i!=train_colors.end())
331                         color = i->second;
332
333                 if(active)
334                         set_block_color(block, color*0.6);
335                 else
336                         set_block_color(block, color*0.5+0.5);
337         }
338         else if(active)
339                 set_block_color(block, GL::Color(0.6));
340         else
341                 set_block_color(block, GL::Color(1));
342 }
343
344 void Engineer::sensor_event(unsigned addr, bool)
345 {
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);
350 }
351
352 void Engineer::block_reserved(const Block &block, const Train *)
353 {
354         reset_block_color(block);
355 }
356
357 Track3D *Engineer::pick_track(int x, int y)
358 {
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;
363
364         camera.apply();
365
366         return layout_3d.pick_track(xx, yy, size);
367 }
368
369 void Engineer::train_added(Train &train)
370 {
371         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
372         root->add(*tpanel);
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);
379
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)));
383
384         GL::Color best_color;
385         float best_d_sq = 0;
386         for(unsigned i=0; i<10; ++i)
387         {
388                 GL::Color color;
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));
393                 float min_d_sq = 3;
394                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
395                 {
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;
400                         if(d_sq<min_d_sq)
401                                 min_d_sq = d_sq;
402                 }
403                 if(min_d_sq>best_d_sq)
404                 {
405                         best_color = color;
406                         best_d_sq = min_d_sq;
407                 }
408         }
409         train_colors[&train] = best_color;
410 }
411
412 void Engineer::sighandler(int sig)
413 {
414         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
415         {
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();
422                 raise(sig);
423         }
424         else if(sig==SIGTERM || sig==SIGINT)
425                 exit(0);
426 }