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/projection.h>
15 #include <msp/gl/tests.h>
16 #include <msp/gl/transform.h>
17 #include <msp/io/print.h>
18 #include <msp/strings/format.h>
19 #include <msp/time/units.h>
20 #include <msp/time/utils.h>
21 #include "libr2c2/driver.h"
22 #include "libr2c2/tracktype.h"
25 #include "3d/vehicle.h"
27 #include "mainpanel.h"
28 #include "trainpanel.h"
29 #include "trainproperties.h"
30 #include "trainview.h"
36 Application::RegApp<Engineer> Engineer::reg;
38 Engineer::Engineer(int argc, char **argv):
40 window(options.screen_w, options.screen_h, options.fullscreen),
41 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
44 pipeline(window.get_width(), window.get_height(), false),
54 window.set_title("Railroad Engineer");
55 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
57 DataFile::load(ui_res, "r2c2.res");
58 root = new GLtk::Root(ui_res, window);
59 root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
60 root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
61 root->set_visible(true);
63 main_panel = new MainPanel(*this);
64 root->add(*main_panel);
65 main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
66 main_panel->set_visible(true);
68 overlay = new Overlay3D(ui_res.get_default_font());
70 // Setup railroad control
71 DataFile::load(catalogue, "tracks.dat");
72 DataFile::load(catalogue, "locos.dat");
73 DataFile::load(catalogue, "wagons.dat");
74 DataFile::load(layout, options.layout_fn);
76 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
77 layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
78 layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
79 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
81 if(FS::exists(options.state_fn))
82 DataFile::load(layout, options.state_fn);
86 server = new Server(layout);
87 server->use_event_dispatcher(event_disp);
91 DataFile::load(arrow_mesh, "arrow.mesh");
93 pipeline.set_camera(&camera);
94 pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
95 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
96 pipeline.add_renderable_for_pass(*overlay, "overlay");
98 light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
99 light.set_diffuse(GL::Color(0.9));
100 lighting.set_ambient(GL::Color(0.4));
101 lighting.attach(0, light);
103 GL::PipelinePass *pass = &pipeline.add_pass(0);
104 pass->depth_test = &GL::DepthTest::lequal();
105 pass->lighting = &lighting;
107 pass = &pipeline.add_pass("unlit");
108 pass->depth_test = &GL::DepthTest::lequal();
110 pass = &pipeline.add_pass("overlay");
111 pass->blend = &GL::Blend::alpha();
115 // Catch various signals so we can stop the trains in case we get terminated
116 catch_signal(SIGINT);
117 catch_signal(SIGTERM);
118 catch_signal(SIGSEGV);
119 catch_signal(SIGILL);
120 catch_signal(SIGFPE);
121 catch_signal(SIGABRT);
124 Engineer::~Engineer()
126 const map<unsigned, Train *> &trains = layout.get_trains();
127 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
128 layout.get_driver().set_loco_speed(i->first, 0);
129 layout.get_driver().flush();
131 if(!options.simulate)
133 layout.save_dynamic(options.state_fn+".tmp");
134 FS::rename(options.state_fn+".tmp", options.state_fn);
143 void Engineer::set_status(const string &text)
145 main_panel->set_status_text(text);
146 status_timeout = Time::now()+10*Time::sec;
149 void Engineer::rearrange_panels()
151 int y = main_panel->get_geometry().y;
152 for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
154 y -= (*i)->get_geometry().h;
155 (*i)->set_position(0, y);
159 void Engineer::add_train_view(TrainView &tv)
161 train_views.push_back(&tv);
164 void Engineer::remove_train_view(TrainView &tv)
166 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
169 void Engineer::pick(bool with_ep)
173 picking_entry = (with_ep ? 0 : -1);
180 return Application::main();
183 void Engineer::tick()
185 window.get_display().tick();
188 event_disp.tick(Time::zero);
190 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
193 if(status_timeout && Time::now()>status_timeout)
195 main_panel->set_status_text(string());
196 status_timeout = Time::TimeStamp();
199 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
201 pipeline.render_all();
205 pointer_moved = false;
209 Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
210 if(track && track!=picking_track)
212 picking_track = track;
217 picking_path = new Path3D(layout_3d.get_track(*track));
219 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
221 picking_path->set_mask(picking_track->get_type().get_paths());
222 picking_path->set_color(GL::Color(0));
223 picking_path->set_layer(1);
228 if(picking && picking_track && picking_entry>=0)
230 GL::PushMatrix push_mat;
232 float rot = picking_track->get_endpoint_direction(picking_entry);
233 Vector pos = picking_track->get_endpoint_position(picking_entry);
235 GL::translate(pos.x, pos.y, pos.z+0.03);
236 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
241 const GLtk::Geometry &rgeom = root->get_geometry();
242 GL::matrix_mode(GL::PROJECTION);
244 GL::ortho_bottomleft(rgeom.w, rgeom.h);
245 GL::matrix_mode(GL::MODELVIEW);
249 GL::Bind blend(GL::Blend::alpha());
251 GL::Texture::unbind();
254 window.swap_buffers();
257 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
261 if(btn==1 && picking_track)
266 signal_pick_done.emit(picking_track, picking_entry);
268 else if(btn==3 && picking_entry>=0)
270 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
271 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
276 Track *track = pick_track(x, window.get_height()-y-1);
279 if(track->get_turnout_id())
281 Block &block = track->get_block();
282 if(block.get_train() && !block.get_train()->free_block(block))
283 set_status("Turnout is busy");
286 unsigned paths = track->get_type().get_paths();
287 unsigned i = track->get_active_path()+1;
288 while(!(paths&(1<<i)))
295 track->set_active_path(i);
296 set_status(format("Turnout %d", track->get_turnout_id()));
299 if(unsigned sid = track->get_sensor_id())
302 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
303 set_status(format("Sensor %d", sid));
309 void Engineer::pointer_motion(int x, int y)
313 pointer_moved = true;
316 void Engineer::view_all()
318 const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
320 float view_aspect = float(window.get_width()-200)/window.get_height();
321 float view_height = tan(camera.get_field_of_view()/2)*2;
322 float best_score = 0;
325 for(float angle=0; angle<M_PI; angle+=0.01)
331 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
334 i->second->get_bounds(angle, minp, maxp);
335 min_x = min(min_x, minp.x);
336 max_x = max(max_x, maxp.x);
337 min_y = min(min_y, minp.y);
338 max_y = max(max_y, maxp.y);
341 float width = max_x-min_x;
342 float height = max_y-min_y;
343 float aspect = width/height;
344 float score = min(aspect/view_aspect, view_aspect/aspect);
350 float size = max(width/view_aspect, height);
351 float c = cos(angle);
352 float s = sin(angle);
353 float x = (min_x+max_x)/2-size*105/window.get_height();
354 float y = (min_y+max_y)/2;
355 float z = max(size*1.05/view_height, 0.15);
357 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
358 up = GL::Vector3(-s, c, 0);
362 camera.set_position(pos);
363 camera.set_up_direction(up);
364 camera.set_look_direction(GL::Vector3(0, 0, -1));
365 camera.set_aspect(float(window.get_width())/window.get_height());
366 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
369 void Engineer::set_block_color(const Block &block, const GL::Color &color)
371 const set<Track *> &tracks = block.get_tracks();
372 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
373 layout_3d.get_track(**i).get_path().set_color(color);
376 void Engineer::reset_block_color(const Block &block)
378 bool active = block.get_state()>Block::INACTIVE;
380 if(block.get_train())
383 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
384 if(i!=train_colors.end())
388 set_block_color(block, color*0.6);
390 set_block_color(block, color*0.5+0.5);
393 set_block_color(block, GL::Color(0.6));
395 set_block_color(block, GL::Color(1));
398 Track *Engineer::pick_track(int x, int y)
400 const GL::Vector3 &start = camera.get_position();
401 float xx = x*2.0/window.get_width()-1.0;
402 float yy = y*2.0/window.get_height()-1.0;
403 GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
405 return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
408 void Engineer::train_added(Train &train)
410 TrainPanel *tpanel = new TrainPanel(*this, train);
412 train_panels.push_back(tpanel);
415 Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
416 overlay->set_label(loco3d, train.get_name());
417 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
419 GL::Color best_color;
421 for(unsigned i=0; i<10; ++i)
424 color.r = rand()*1.0/RAND_MAX;
425 color.g = rand()*1.0/RAND_MAX;
426 color.b = rand()*1.0/RAND_MAX;
427 color = color*(1/max(max(color.r, color.g), color.b));
429 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
431 float dr = color.r-j->second.r;
432 float dg = color.g-j->second.g;
433 float db = color.b-j->second.b;
434 float d_sq = dr*dr+dg*dg+db*db;
438 if(min_d_sq>best_d_sq)
441 best_d_sq = min_d_sq;
444 train_colors[&train] = best_color;
447 void Engineer::sighandler(int sig)
449 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
451 signal(sig, SIG_DFL);
452 IO::print(IO::cerr, "Fatal signal received, terminating\n");
453 const map<unsigned, Train *> &trains = layout.get_trains();
454 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
455 layout.get_driver().set_loco_speed(i->first, 0);
456 layout.get_driver().flush();
459 else if(sig==SIGTERM || sig==SIGINT)