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Halt all trains in various unexpected situations
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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 <msp/time/utils.h>
27 #include "libmarklin/driver.h"
28 #include "libmarklin/tracktype.h"
29 #include "3d/path.h"
30 #include "3d/track.h"
31 #include "3d/vehicle.h"
32 #include "engineer.h"
33 #include "mainpanel.h"
34 #include "trainpanel.h"
35 #include "trainproperties.h"
36
37 using namespace std;
38 using namespace Marklin;
39 using namespace Msp;
40
41 Application::RegApp<Engineer> Engineer::reg;
42
43 Engineer::Engineer(int argc, char **argv):
44         options(argc, argv),
45         window(options.screen_w, options.screen_h, options.fullscreen),
46         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
47         layout_3d(layout),
48         server(0),
49         pipeline(window.get_width(), window.get_height(), false),
50         picking(false),
51         picking_track(0),
52         picking_entry(0),
53         picking_path(0)
54 {
55         // Setup GUI
56         window.set_title("Railroad Engineer");
57         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
58
59         DataFile::load(ui_res, "marklin.res");
60         root = new GLtk::Root(ui_res, window);
61         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
62         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
63         root->set_visible(true);
64
65         main_panel = new MainPanel(*this, ui_res);
66         root->add(*main_panel);
67         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
68         main_panel->set_visible(true);
69
70         overlay = new Overlay3D(window, camera, ui_res.get_default_font());
71
72         // Setup railroad control
73         DataFile::load(catalogue, "tracks.dat");
74         DataFile::load(catalogue, "locos.dat");
75         DataFile::load(catalogue, "wagons.dat");
76         DataFile::load(layout, options.layout_fn);
77
78         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
79         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
80         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
81         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
82         if(FS::exists("engineer.state"))
83                 DataFile::load(layout, "engineer.state");
84
85         if(options.network)
86         {
87                 server = new Server(layout);
88                 server->use_event_dispatcher(event_disp);
89         }
90
91         // Setup 3D view
92         DataFile::load(arrow_mesh, "arrow.mesh");
93
94         pipeline.set_camera(&camera);
95         pipeline.add_renderable(layout_3d.get_scene());
96
97         light.set_position(0, -0.259, 0.966, 0);
98         lighting.attach(0, light);
99
100         GL::PipelinePass &pass = pipeline.add_pass(0);
101         pass.depth_test = &GL::DepthTest::lequal();
102         pass.lighting = &lighting;
103
104         view_all();
105
106         // Catch various signals so we can stop the trains in case we get terminated
107         catch_signal(SIGINT);
108         catch_signal(SIGTERM);
109         catch_signal(SIGSEGV);
110         catch_signal(SIGILL);
111         catch_signal(SIGFPE);
112         catch_signal(SIGABRT);
113 }
114
115 Engineer::~Engineer()
116 {
117         const map<unsigned, Train *> &trains = layout.get_trains();
118         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
119                 layout.get_driver().set_loco_speed(i->first, 0);
120         layout.get_driver().flush();
121
122         if(!options.simulate)
123                 layout.save_trains("engineer.state");
124
125         delete overlay;
126         delete root;
127
128         delete server;
129 }
130
131 void Engineer::set_status(const string &text)
132 {
133         main_panel->set_status_text(text);
134         status_timeout = Time::now()+10*Time::sec;
135 }
136
137 void Engineer::pick(bool with_ep)
138 {
139         picking = true;
140         picking_track = 0;
141         picking_entry = (with_ep ? 0 : -1);
142 }
143
144 int Engineer::main()
145 {
146         window.show();
147
148         return Application::main();
149 }
150
151 void Engineer::tick()
152 {
153         window.get_display().tick();
154
155         layout.tick();
156         event_disp.tick(Time::zero);
157
158         if(status_timeout && Time::now()>status_timeout)
159         {
160                 main_panel->set_status_text(string());
161                 status_timeout = Time::TimeStamp();
162         }
163
164         GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
165
166         pipeline.render_all();
167         {
168                 GL::Bind depth(GL::DepthTest::lequal());
169                 layout_3d.get_path_scene().render();
170         }
171         {
172                 GL::Bind blend(GL::Blend::alpha());
173                 overlay->render(0);
174         }
175
176         if(picking && picking_track && picking_entry>=0)
177         {
178                 GL::PushMatrix push_mat;
179
180                 float rot = picking_track->get_endpoint_direction(picking_entry);
181                 Point pos = picking_track->get_endpoint_position(picking_entry);
182
183                 GL::translate(pos.x, pos.y, pos.z+0.03);
184                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
185
186                 arrow_mesh.draw();
187         }
188
189         const GLtk::Geometry &rgeom = root->get_geometry();
190         GL::matrix_mode(GL::PROJECTION);
191         GL::load_identity();
192         GL::ortho_bottomleft(rgeom.w, rgeom.h);
193         GL::matrix_mode(GL::MODELVIEW);
194         GL::load_identity();
195
196         {
197                 GL::Bind blend(GL::Blend::alpha());
198                 root->render();
199                 GL::Texture::unbind();
200         }
201
202         window.swap_buffers();
203 }
204
205 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
206 {
207         if(picking)
208         {
209                 if(btn==1 && picking_track)
210                 {
211                         picking = false;
212                         delete picking_path;
213                         picking_path = 0;
214                         signal_pick_done.emit(picking_track, picking_entry);
215                 }
216                 else if(btn==3 && picking_entry>=0)
217                 {
218                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
219                         picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
220                 }
221         }
222         else
223         {
224                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
225                 if(t3d)
226                 {
227                         Track &track = t3d->get_track();
228                         if(track.get_turnout_id())
229                         {
230                                 Block &block = layout.get_block_by_track(track);
231                                 if(block.get_train() && !block.get_train()->free_block(block))
232                                         set_status("Turnout is busy");
233                                 else
234                                 {
235                                         unsigned paths = track.get_type().get_paths();
236                                         unsigned i = track.get_active_path()+1;
237                                         while(!(paths&(1<<i)))
238                                         {
239                                                 if(!(paths>>i))
240                                                         i = 0;
241                                                 else
242                                                         ++i;
243                                         }
244                                         track.set_active_path(i);
245                                 }
246                         }
247                         else if(options.simulate)
248                         {
249                                 if(unsigned sid=track.get_sensor_id())
250                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
251                         }
252                 }
253         }
254 }
255
256 void Engineer::pointer_motion(int x, int y)
257 {
258         if(picking)
259         {
260                 Track3D *track = pick_track(x, window.get_height()-y-1);
261                 if(track && &track->get_track()!=picking_track)
262                 {
263                         picking_track = &track->get_track();
264                         if(picking_entry>=0)
265                                 picking_entry = 0;
266
267                         delete picking_path;
268                         picking_path = new Path3D(*track);
269                         if(picking_entry>=0)
270                                 picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
271                         else
272                                 picking_path->set_mask(picking_track->get_type().get_paths());
273                         picking_path->set_color(GL::Color(0));
274                         picking_path->set_layer(1);
275                 }
276         }
277 }
278
279 void Engineer::view_all()
280 {
281         const list<Track3D *> &tracks = layout_3d.get_tracks();
282
283         float view_aspect = float(window.get_width()-200)/window.get_height();
284         float view_height = tan(camera.get_field_of_view()/2)*2;
285         float best_score = 0;
286         GL::Vector3 pos;
287         GL::Vector3 up;
288         for(float angle=0; angle<M_PI; angle+=0.01)
289         {
290                 float min_x = 0;
291                 float max_x = 0;
292                 float min_y = 0;
293                 float max_y = 0;
294                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
295                 {
296                         Point minp, maxp;
297                         (*i)->get_bounds(angle, minp, maxp);
298                         min_x = min(min_x, minp.x);
299                         max_x = max(max_x, maxp.x);
300                         min_y = min(min_y, minp.y);
301                         max_y = max(max_y, maxp.y);
302                 }
303
304                 float width = max_x-min_x;
305                 float height = max_y-min_y;
306                 float aspect = width/height;
307                 float score = min(aspect/view_aspect, view_aspect/aspect);
308
309                 if(score>best_score)
310                 {
311                         best_score = score;
312
313                         float size = max(width/view_aspect, height);
314                         float c = cos(angle);
315                         float s = sin(angle);
316                         float x = (min_x+max_x)/2-size*105/window.get_height();
317                         float y = (min_y+max_y)/2;
318                         float z = max(size*1.05/view_height, 0.15);
319
320                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
321                         up = GL::Vector3(-s, c, 0);
322                 }
323         }
324
325         camera.set_position(pos);
326         camera.set_up_direction(up);
327         camera.set_look_direction(GL::Vector3(0, 0, -1));
328         camera.set_aspect(float(window.get_width())/window.get_height());
329         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
330 }
331
332 void Engineer::set_block_color(const Block &block, const GL::Color &color)
333 {
334         const set<Track *> &tracks = block.get_tracks();
335         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
336                 layout_3d.get_track(**i).get_path().set_color(color);
337 }
338
339 void Engineer::reset_block_color(const Block &block)
340 {
341         bool active = false;
342         if(unsigned sid=block.get_sensor_id())
343                 active = layout.get_driver().get_sensor(sid);
344
345         if(block.get_train())
346         {
347                 GL::Color color;
348                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
349                 if(i!=train_colors.end())
350                         color = i->second;
351
352                 if(active)
353                         set_block_color(block, color*0.6);
354                 else
355                         set_block_color(block, color*0.5+0.5);
356         }
357         else if(active)
358                 set_block_color(block, GL::Color(0.6));
359         else
360                 set_block_color(block, GL::Color(1));
361 }
362
363 void Engineer::sensor_event(unsigned addr, bool)
364 {
365         const set<Block *> &blocks = layout.get_blocks();
366         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
367                 if((*i)->get_sensor_id()==addr)
368                         reset_block_color(**i);
369 }
370
371 void Engineer::block_reserved(const Block &block, const Train *)
372 {
373         reset_block_color(block);
374 }
375
376 Track3D *Engineer::pick_track(int x, int y)
377 {
378         float view_height = tan(camera.get_field_of_view()/2)*2;
379         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
380         float yy = (float(y)/window.get_height()-0.5)*view_height;
381         float size = 4.0/window.get_height()*view_height;
382
383         camera.apply();
384
385         return layout_3d.pick_track(xx, yy, size);
386 }
387
388 void Engineer::train_added(Train &train)
389 {
390         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
391         root->add(*tpanel);
392         int y = main_panel->get_geometry().y;
393         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
394                 y -= (*i)->get_geometry().h;
395         tpanel->set_position(0, y-tpanel->get_geometry().h);
396         train_panels.push_back(tpanel);
397         tpanel->set_visible(true);
398
399         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
400         overlay->set_label(loco3d, train.get_name());
401         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
402
403         GL::Color best_color;
404         float best_d_sq = 0;
405         for(unsigned i=0; i<10; ++i)
406         {
407                 GL::Color color;
408                 color.r = rand()*1.0/RAND_MAX;
409                 color.g = rand()*1.0/RAND_MAX;
410                 color.b = rand()*1.0/RAND_MAX;
411                 color = color*(1/max(max(color.r, color.g), color.b));
412                 float min_d_sq = 3;
413                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
414                 {
415                         float dr = color.r-j->second.r;
416                         float dg = color.g-j->second.g;
417                         float db = color.b-j->second.b;
418                         float d_sq = dr*dr+dg*dg+db*db;
419                         if(d_sq<min_d_sq)
420                                 min_d_sq = d_sq;
421                 }
422                 if(min_d_sq>best_d_sq)
423                 {
424                         best_color = color;
425                         best_d_sq = min_d_sq;
426                 }
427         }
428         train_colors[&train] = best_color;
429 }
430
431 void Engineer::sighandler(int sig)
432 {
433         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
434         {
435                 signal(sig, SIG_DFL);
436                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
437                 const map<unsigned, Train *> &trains = layout.get_trains();
438                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
439                         layout.get_driver().set_loco_speed(i->first, 0);
440                 layout.get_driver().flush();
441                 raise(sig);
442         }
443         else if(sig==SIGTERM || sig==SIGINT)
444                 exit(0);
445 }