3 This file is part of the MSP Märklin suite
4 Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
13 #include <msp/core/except.h>
14 #include <msp/fs/stat.h>
15 #include <msp/gbase/display.h>
16 #include <msp/gbase/window.h>
17 #include <msp/gl/blend.h>
18 #include <msp/gl/framebuffer.h>
19 #include <msp/gl/matrix.h>
20 #include <msp/gl/misc.h>
21 #include <msp/gl/projection.h>
22 #include <msp/gl/tests.h>
23 #include <msp/gl/transform.h>
24 #include <msp/io/print.h>
25 #include <msp/strings/formatter.h>
26 #include <msp/time/units.h>
27 #include <msp/time/utils.h>
28 #include "libmarklin/driver.h"
29 #include "libmarklin/tracktype.h"
32 #include "3d/vehicle.h"
34 #include "mainpanel.h"
35 #include "trainpanel.h"
36 #include "trainproperties.h"
37 #include "trainview.h"
40 using namespace Marklin;
43 Application::RegApp<Engineer> Engineer::reg;
45 Engineer::Engineer(int argc, char **argv):
47 window(options.screen_w, options.screen_h, options.fullscreen),
48 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
51 pipeline(window.get_width(), window.get_height(), false),
61 window.set_title("Railroad Engineer");
62 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
64 DataFile::load(ui_res, "marklin.res");
65 root = new GLtk::Root(ui_res, window);
66 root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
67 root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
68 root->set_visible(true);
70 main_panel = new MainPanel(*this, ui_res);
71 root->add(*main_panel);
72 main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
73 main_panel->set_visible(true);
75 overlay = new Overlay3D(window, camera, ui_res.get_default_font());
77 // Setup railroad control
78 DataFile::load(catalogue, "tracks.dat");
79 DataFile::load(catalogue, "locos.dat");
80 DataFile::load(catalogue, "wagons.dat");
81 DataFile::load(layout, options.layout_fn);
83 layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
84 layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
85 layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
86 layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
87 if(FS::exists(options.state_fn))
88 DataFile::load(layout, options.state_fn);
92 server = new Server(layout);
93 server->use_event_dispatcher(event_disp);
97 DataFile::load(arrow_mesh, "arrow.mesh");
99 pipeline.set_camera(&camera);
100 pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
101 pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
103 light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
104 light.set_diffuse(GL::Color(0.9));
105 lighting.set_ambient(GL::Color(0.4));
106 lighting.attach(0, light);
108 GL::PipelinePass *pass = &pipeline.add_pass(0);
109 pass->depth_test = &GL::DepthTest::lequal();
110 pass->lighting = &lighting;
112 pass = &pipeline.add_pass("unlit");
113 pass->depth_test = &GL::DepthTest::lequal();
117 // Catch various signals so we can stop the trains in case we get terminated
118 catch_signal(SIGINT);
119 catch_signal(SIGTERM);
120 catch_signal(SIGSEGV);
121 catch_signal(SIGILL);
122 catch_signal(SIGFPE);
123 catch_signal(SIGABRT);
126 Engineer::~Engineer()
128 const map<unsigned, Train *> &trains = layout.get_trains();
129 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
130 layout.get_driver().set_loco_speed(i->first, 0);
131 layout.get_driver().flush();
133 if(!options.simulate)
134 layout.save_trains(options.state_fn);
142 void Engineer::set_status(const string &text)
144 main_panel->set_status_text(text);
145 status_timeout = Time::now()+10*Time::sec;
148 void Engineer::rearrange_panels()
150 int y = main_panel->get_geometry().y;
151 for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
153 y -= (*i)->get_geometry().h;
154 (*i)->set_position(0, y);
158 void Engineer::add_train_view(TrainView &tv)
160 train_views.push_back(&tv);
163 void Engineer::remove_train_view(TrainView &tv)
165 train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
168 void Engineer::pick(bool with_ep)
172 picking_entry = (with_ep ? 0 : -1);
179 return Application::main();
182 void Engineer::tick()
184 window.get_display().tick();
187 event_disp.tick(Time::zero);
189 for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
192 if(status_timeout && Time::now()>status_timeout)
194 main_panel->set_status_text(string());
195 status_timeout = Time::TimeStamp();
198 GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
200 pipeline.render_all();
202 GL::Bind blend(GL::Blend::alpha());
208 pointer_moved = false;
212 Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
213 if(track && &track->get_track()!=picking_track)
215 picking_track = &track->get_track();
220 picking_path = new Path3D(*track);
222 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
224 picking_path->set_mask(picking_track->get_type().get_paths());
225 picking_path->set_color(GL::Color(0));
226 picking_path->set_layer(1);
231 if(picking && picking_track && picking_entry>=0)
233 GL::PushMatrix push_mat;
235 float rot = picking_track->get_endpoint_direction(picking_entry);
236 Point pos = picking_track->get_endpoint_position(picking_entry);
238 GL::translate(pos.x, pos.y, pos.z+0.03);
239 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
244 const GLtk::Geometry &rgeom = root->get_geometry();
245 GL::matrix_mode(GL::PROJECTION);
247 GL::ortho_bottomleft(rgeom.w, rgeom.h);
248 GL::matrix_mode(GL::MODELVIEW);
252 GL::Bind blend(GL::Blend::alpha());
254 GL::Texture::unbind();
257 window.swap_buffers();
260 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
264 if(btn==1 && picking_track)
269 signal_pick_done.emit(picking_track, picking_entry);
271 else if(btn==3 && picking_entry>=0)
273 picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
274 picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
279 Track3D *t3d = pick_track(x, window.get_height()-y-1);
282 Track &track = t3d->get_track();
283 if(track.get_turnout_id())
285 Block &block = track.get_block();
286 if(block.get_train() && !block.get_train()->free_block(block))
287 set_status("Turnout is busy");
290 unsigned paths = track.get_type().get_paths();
291 unsigned i = track.get_active_path()+1;
292 while(!(paths&(1<<i)))
299 track.set_active_path(i);
300 set_status(format("Turnout %d", track.get_turnout_id()));
303 if(unsigned sid = track.get_sensor_id())
306 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
307 set_status(format("Sensor %d", sid));
313 void Engineer::pointer_motion(int x, int y)
317 pointer_moved = true;
320 void Engineer::view_all()
322 const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
324 float view_aspect = float(window.get_width()-200)/window.get_height();
325 float view_height = tan(camera.get_field_of_view()/2)*2;
326 float best_score = 0;
329 for(float angle=0; angle<M_PI; angle+=0.01)
335 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
338 i->second->get_bounds(angle, minp, maxp);
339 min_x = min(min_x, minp.x);
340 max_x = max(max_x, maxp.x);
341 min_y = min(min_y, minp.y);
342 max_y = max(max_y, maxp.y);
345 float width = max_x-min_x;
346 float height = max_y-min_y;
347 float aspect = width/height;
348 float score = min(aspect/view_aspect, view_aspect/aspect);
354 float size = max(width/view_aspect, height);
355 float c = cos(angle);
356 float s = sin(angle);
357 float x = (min_x+max_x)/2-size*105/window.get_height();
358 float y = (min_y+max_y)/2;
359 float z = max(size*1.05/view_height, 0.15);
361 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
362 up = GL::Vector3(-s, c, 0);
366 camera.set_position(pos);
367 camera.set_up_direction(up);
368 camera.set_look_direction(GL::Vector3(0, 0, -1));
369 camera.set_aspect(float(window.get_width())/window.get_height());
370 camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
373 void Engineer::set_block_color(const Block &block, const GL::Color &color)
375 const set<Track *> &tracks = block.get_tracks();
376 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
377 layout_3d.get_track(**i).get_path().set_color(color);
380 void Engineer::reset_block_color(const Block &block)
383 if(unsigned sid=block.get_sensor_id())
384 active = layout.get_driver().get_sensor(sid);
386 if(block.get_train())
389 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
390 if(i!=train_colors.end())
394 set_block_color(block, color*0.6);
396 set_block_color(block, color*0.5+0.5);
399 set_block_color(block, GL::Color(0.6));
401 set_block_color(block, GL::Color(1));
404 void Engineer::sensor_event(unsigned addr, bool)
406 const set<Block *> &blocks = layout.get_blocks();
407 for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
408 if((*i)->get_sensor_id()==addr)
409 reset_block_color(**i);
412 void Engineer::block_reserved(const Block &block, const Train *)
414 reset_block_color(block);
417 Track3D *Engineer::pick_track(int x, int y)
419 float view_height = tan(camera.get_field_of_view()/2)*2;
420 float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
421 float yy = (float(y)/window.get_height()-0.5)*view_height;
422 float size = 4.0/window.get_height()*view_height;
426 return layout_3d.pick_track(xx, yy, size);
429 void Engineer::train_added(Train &train)
431 TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
433 train_panels.push_back(tpanel);
436 Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
437 overlay->set_label(loco3d, train.get_name());
438 train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
440 GL::Color best_color;
442 for(unsigned i=0; i<10; ++i)
445 color.r = rand()*1.0/RAND_MAX;
446 color.g = rand()*1.0/RAND_MAX;
447 color.b = rand()*1.0/RAND_MAX;
448 color = color*(1/max(max(color.r, color.g), color.b));
450 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
452 float dr = color.r-j->second.r;
453 float dg = color.g-j->second.g;
454 float db = color.b-j->second.b;
455 float d_sq = dr*dr+dg*dg+db*db;
459 if(min_d_sq>best_d_sq)
462 best_d_sq = min_d_sq;
465 train_colors[&train] = best_color;
468 void Engineer::sighandler(int sig)
470 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
472 signal(sig, SIG_DFL);
473 IO::print(IO::cerr, "Fatal signal received, terminating\n");
474 const map<unsigned, Train *> &trains = layout.get_trains();
475 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
476 layout.get_driver().set_loco_speed(i->first, 0);
477 layout.get_driver().flush();
480 else if(sig==SIGTERM || sig==SIGINT)