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/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/tracktype.h"
24 #include "3d/vehicle.h"
26 #include "mainpanel.h"
27 #include "trainpanel.h"
28 #include "trainproperties.h"
29 #include "trainview.h"
35 Engineer::Engineer(int argc, char **argv):
37 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),
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);
56 mouse.signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
57 mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Engineer::axis_motion));
58 root->set_visible(true);
60 main_panel = new MainPanel(*this);
61 root->add(*main_panel);
62 main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
63 main_panel->set_visible(true);
65 overlay = new Overlay3D(ui_res.get_default_font());
67 // Setup railroad control
68 DataFile::load(catalogue, "tracks.dat");
69 DataFile::load(catalogue, "locos.dat");
70 DataFile::load(catalogue, "wagons.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::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
75 layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
76 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
78 if(FS::exists(options.state_fn))
79 DataFile::load(layout, options.state_fn);
83 server = new Server(layout);
84 server->use_event_dispatcher(event_disp);
88 DataFile::load(arrow_mesh, "arrow.mesh");
90 pipeline.set_camera(&camera);
91 pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
92 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
93 pipeline.add_renderable_for_pass(*overlay, "overlay");
95 light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
96 light.set_diffuse(GL::Color(0.9));
97 lighting.set_ambient(GL::Color(0.4));
98 lighting.attach(0, light);
100 GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
101 pass->set_depth_test(&GL::DepthTest::lequal());
102 pass->set_lighting(&lighting);
104 pass = &pipeline.add_pass("unlit");
105 pass->set_depth_test(&GL::DepthTest::lequal());
107 pass = &pipeline.add_pass("overlay");
108 pass->set_blend(&GL::Blend::alpha());
112 // Catch various signals so we can stop the trains in case we get terminated
113 catch_signal(SIGINT);
114 catch_signal(SIGTERM);
115 catch_signal(SIGSEGV);
116 catch_signal(SIGILL);
117 catch_signal(SIGFPE);
118 catch_signal(SIGABRT);
121 Engineer::~Engineer()
123 const map<unsigned, Train *> &trains = layout.get_trains();
124 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
125 layout.get_driver().set_loco_speed(i->first, 0);
126 layout.get_driver().flush();
128 if(!options.simulate)
130 layout.save_dynamic(options.state_fn+".tmp");
131 FS::rename(options.state_fn+".tmp", options.state_fn);
140 void Engineer::set_status(const string &text)
142 main_panel->set_status_text(text);
143 status_timeout = Time::now()+10*Time::sec;
146 void Engineer::rearrange_panels()
148 int y = main_panel->get_geometry().y;
149 for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
151 y -= (*i)->get_geometry().h;
152 (*i)->set_position(0, y);
156 void Engineer::add_train_view(TrainView &tv)
158 train_views.push_back(&tv);
161 void Engineer::remove_train_view(TrainView &tv)
163 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
166 void Engineer::pick(bool with_ep)
170 picking_entry = (with_ep ? 0 : -1);
177 return Application::main();
180 void Engineer::tick()
182 window.get_display().tick();
184 for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
185 process_new_train(**i);
189 event_disp.tick(Time::zero);
191 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
194 if(status_timeout && Time::now()>status_timeout)
196 main_panel->set_status_text(string());
197 status_timeout = Time::TimeStamp();
200 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
206 pointer_moved = false;
210 Track *track = pick_track(pointer);
211 if(track && track!=picking_track)
213 picking_track = track;
218 picking_path = new Path3D(layout_3d.get_track(*track));
220 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
222 picking_path->set_mask(picking_track->get_type().get_paths());
223 picking_path->set_color(GL::Color(0));
224 picking_path->set_layer(1);
229 if(picking && picking_track && picking_entry>=0)
232 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
234 float rot = picking_track->get_endpoint_direction(picking_entry);
235 Vector pos = picking_track->get_endpoint_position(picking_entry);
237 GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03);
238 GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1);
245 window.swap_buffers();
248 void Engineer::button_press(unsigned btn)
252 if(btn==1 && picking_track)
257 signal_pick_done.emit(picking_track, picking_entry);
259 else if(btn==3 && picking_entry>=0)
261 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
262 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
267 Track *track = pick_track(pointer);
270 if(track->get_turnout_id())
272 Block &block = track->get_block();
273 if(block.get_train() && !block.get_train()->free_block(block))
274 set_status("Turnout is busy");
277 unsigned paths = track->get_type().get_paths();
278 unsigned i = track->get_active_path()+1;
279 while(!(paths&(1<<i)))
286 track->set_active_path(i);
287 set_status(format("Turnout %d", track->get_turnout_id()));
290 if(unsigned sid = track->get_sensor_id())
293 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
294 set_status(format("Sensor %d", sid));
300 void Engineer::axis_motion(unsigned axis, float value, float)
306 pointer_moved = true;
309 void Engineer::view_all()
311 const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
313 float view_aspect = float(window.get_width()-200)/window.get_height();
314 float view_height = tan(camera.get_field_of_view()/2)*2;
315 float best_score = 0;
318 for(float angle=0; angle<M_PI; angle+=0.01)
324 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
327 i->second->get_bounds(angle, minp, maxp);
328 min_x = min(min_x, minp.x);
329 max_x = max(max_x, maxp.x);
330 min_y = min(min_y, minp.y);
331 max_y = max(max_y, maxp.y);
334 float width = max_x-min_x;
335 float height = max_y-min_y;
336 float aspect = width/height;
337 float score = min(aspect/view_aspect, view_aspect/aspect);
343 float size = max(width/view_aspect, height);
344 float c = cos(angle);
345 float s = sin(angle);
346 float x = (min_x+max_x)/2-size*105/window.get_height();
347 float y = (min_y+max_y)/2;
348 float z = max(size*1.05/view_height, 0.15);
350 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
351 up = GL::Vector3(-s, c, 0);
355 camera.set_position(pos);
356 camera.set_up_direction(up);
357 camera.set_look_direction(GL::Vector3(0, 0, -1));
358 camera.set_aspect(float(window.get_width())/window.get_height());
359 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
362 void Engineer::set_block_color(const Block &block, const GL::Color &color)
364 const set<Track *> &tracks = block.get_tracks();
365 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
366 layout_3d.get_track(**i).get_path().set_color(color);
369 void Engineer::reset_block_color(const Block &block)
371 bool active = block.get_state()>Block::INACTIVE;
373 if(block.get_train())
376 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
377 if(i!=train_colors.end())
381 set_block_color(block, color*0.6);
383 set_block_color(block, color*0.5+0.5);
386 set_block_color(block, GL::Color(0.6));
388 set_block_color(block, GL::Color(1));
391 Track *Engineer::pick_track(const Vector &p)
393 const GL::Vector3 &start = camera.get_position();
394 GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
396 return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
399 void Engineer::process_new_train(Train &train)
401 TrainPanel *tpanel = new TrainPanel(*this, train);
403 train_panels.push_back(tpanel);
406 Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
407 overlay->set_label(loco3d, train.get_name());
408 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
411 void Engineer::train_added(Train &train)
413 new_trains.push_back(&train);
415 GL::Color best_color;
417 for(unsigned i=0; i<10; ++i)
420 color.r = rand()*1.0/RAND_MAX;
421 color.g = rand()*1.0/RAND_MAX;
422 color.b = rand()*1.0/RAND_MAX;
423 color = color*(1/max(max(color.r, color.g), color.b));
425 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
427 float dr = color.r-j->second.r;
428 float dg = color.g-j->second.g;
429 float db = color.b-j->second.b;
430 float d_sq = dr*dr+dg*dg+db*db;
434 if(min_d_sq>best_d_sq)
437 best_d_sq = min_d_sq;
440 train_colors[&train] = best_color;
443 void Engineer::sighandler(int sig)
445 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
447 signal(sig, SIG_DFL);
448 IO::print(IO::cerr, "Fatal signal received, terminating\n");
449 const map<unsigned, Train *> &trains = layout.get_trains();
450 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
451 layout.get_driver().set_loco_speed(i->first, 0);
452 layout.get_driver().flush();
455 else if(sig==SIGTERM || sig==SIGINT)