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Support trains with multiple vehicles
[r2c2.git] / source / engineer / engineer.cpp
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.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
81         if(FS::exists("engineer.state"))
82                 DataFile::load(layout, "engineer.state");
83
84         if(options.network)
85         {
86                 server = new Server(layout);
87                 server->use_event_dispatcher(event_disp);
88         }
89
90         // Setup 3D view
91         DataFile::load(arrow_mesh, "arrow.mesh");
92
93         pipeline.set_camera(&camera);
94         pipeline.add_renderable(layout_3d.get_scene());
95
96         light.set_position(0, -0.259, 0.966, 0);
97         lighting.attach(0, light);
98
99         GL::PipelinePass &pass = pipeline.add_pass(0);
100         pass.depth_test = &GL::DepthTest::lequal();
101         pass.lighting = &lighting;
102
103         view_all();
104
105         // Catch various signals so we can stop the trains in case we get terminated
106         catch_signal(SIGINT);
107         catch_signal(SIGTERM);
108         catch_signal(SIGSEGV);
109         catch_signal(SIGILL);
110         catch_signal(SIGFPE);
111         catch_signal(SIGABRT);
112 }
113
114 Engineer::~Engineer()
115 {
116         const map<unsigned, Train *> &trains = layout.get_trains();
117         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
118                 layout.get_driver().set_loco_speed(i->first, 0);
119         layout.get_driver().flush();
120
121         if(!options.simulate)
122                 layout.save_trains("engineer.state");
123
124         delete overlay;
125         delete root;
126
127         delete server;
128 }
129
130 void Engineer::set_status(const string &text)
131 {
132         main_panel->set_status_text(text);
133         status_timeout = Time::now()+10*Time::sec;
134 }
135
136 void Engineer::pick(bool with_ep)
137 {
138         picking = true;
139         picking_track = 0;
140         picking_entry = (with_ep ? 0 : -1);
141 }
142
143 int Engineer::main()
144 {
145         window.show();
146
147         return Application::main();
148 }
149
150 void Engineer::tick()
151 {
152         window.get_display().tick();
153
154         layout.tick();
155         event_disp.tick(Time::zero);
156
157         if(status_timeout && Time::now()>status_timeout)
158         {
159                 main_panel->set_status_text(string());
160                 status_timeout = Time::TimeStamp();
161         }
162
163         GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
164
165         pipeline.render_all();
166         {
167                 GL::Bind depth(GL::DepthTest::lequal());
168                 layout_3d.get_path_scene().render();
169         }
170         {
171                 GL::Bind blend(GL::Blend::alpha());
172                 overlay->render(0);
173         }
174
175         if(picking && picking_track && picking_entry>=0)
176         {
177                 GL::PushMatrix push_mat;
178
179                 float rot = picking_track->get_endpoint_direction(picking_entry);
180                 Point pos = picking_track->get_endpoint_position(picking_entry);
181
182                 GL::translate(pos.x, pos.y, pos.z+0.03);
183                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
184
185                 arrow_mesh.draw();
186         }
187
188         const GLtk::Geometry &rgeom = root->get_geometry();
189         GL::matrix_mode(GL::PROJECTION);
190         GL::load_identity();
191         GL::ortho_bottomleft(rgeom.w, rgeom.h);
192         GL::matrix_mode(GL::MODELVIEW);
193         GL::load_identity();
194
195         {
196                 GL::Bind blend(GL::Blend::alpha());
197                 root->render();
198                 GL::Texture::unbind();
199         }
200
201         window.swap_buffers();
202 }
203
204 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
205 {
206         if(picking)
207         {
208                 if(btn==1 && picking_track)
209                 {
210                         picking = false;
211                         delete picking_path;
212                         picking_path = 0;
213                         signal_pick_done.emit(picking_track, picking_entry);
214                 }
215                 else if(btn==3 && picking_entry>=0)
216                 {
217                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
218                         picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
219                 }
220         }
221         else
222         {
223                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
224                 if(t3d)
225                 {
226                         Track &track = t3d->get_track();
227                         if(track.get_turnout_id())
228                         {
229                                 Block &block = layout.get_block_by_track(track);
230                                 if(block.get_train() && !block.get_train()->free_block(block))
231                                         set_status("Turnout is busy");
232                                 else
233                                 {
234                                         unsigned paths = track.get_type().get_paths();
235                                         unsigned i = track.get_active_path()+1;
236                                         while(!(paths&(1<<i)))
237                                         {
238                                                 if(!(paths>>i))
239                                                         i = 0;
240                                                 else
241                                                         ++i;
242                                         }
243                                         track.set_active_path(i);
244                                 }
245                         }
246                         else if(options.simulate)
247                         {
248                                 if(unsigned sid=track.get_sensor_id())
249                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
250                         }
251                 }
252         }
253 }
254
255 void Engineer::pointer_motion(int x, int y)
256 {
257         if(picking)
258         {
259                 Track3D *track = pick_track(x, window.get_height()-y-1);
260                 if(track && &track->get_track()!=picking_track)
261                 {
262                         picking_track = &track->get_track();
263                         if(picking_entry>=0)
264                                 picking_entry = 0;
265
266                         delete picking_path;
267                         picking_path = new Path3D(*track);
268                         if(picking_entry>=0)
269                                 picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
270                         else
271                                 picking_path->set_mask(picking_track->get_type().get_paths());
272                         picking_path->set_color(GL::Color(0));
273                         picking_path->set_layer(1);
274                 }
275         }
276 }
277
278 void Engineer::view_all()
279 {
280         const list<Track3D *> &tracks = layout_3d.get_tracks();
281
282         float view_aspect = float(window.get_width()-200)/window.get_height();
283         float view_height = tan(camera.get_field_of_view()/2)*2;
284         float best_score = 0;
285         GL::Vector3 pos;
286         GL::Vector3 up;
287         for(float angle=0; angle<M_PI; angle+=0.01)
288         {
289                 float min_x = 0;
290                 float max_x = 0;
291                 float min_y = 0;
292                 float max_y = 0;
293                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
294                 {
295                         Point minp, maxp;
296                         (*i)->get_bounds(angle, minp, maxp);
297                         min_x = min(min_x, minp.x);
298                         max_x = max(max_x, maxp.x);
299                         min_y = min(min_y, minp.y);
300                         max_y = max(max_y, maxp.y);
301                 }
302
303                 float width = max_x-min_x;
304                 float height = max_y-min_y;
305                 float aspect = width/height;
306                 float score = min(aspect/view_aspect, view_aspect/aspect);
307
308                 if(score>best_score)
309                 {
310                         best_score = score;
311
312                         float size = max(width/view_aspect, height);
313                         float c = cos(angle);
314                         float s = sin(angle);
315                         float x = (min_x+max_x)/2-size*105/window.get_height();
316                         float y = (min_y+max_y)/2;
317                         float z = max(size*1.05/view_height, 0.15);
318
319                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
320                         up = GL::Vector3(-s, c, 0);
321                 }
322         }
323
324         camera.set_position(pos);
325         camera.set_up_direction(up);
326         camera.set_look_direction(GL::Vector3(0, 0, -1));
327         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
328 }
329
330 void Engineer::set_block_color(const Block &block, const GL::Color &color)
331 {
332         const set<Track *> &tracks = block.get_tracks();
333         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
334                 layout_3d.get_track(**i).get_path().set_color(color);
335 }
336
337 void Engineer::reset_block_color(const Block &block)
338 {
339         bool active = false;
340         if(unsigned sid=block.get_sensor_id())
341                 active = layout.get_driver().get_sensor(sid);
342
343         if(block.get_train())
344         {
345                 GL::Color color;
346                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
347                 if(i!=train_colors.end())
348                         color = i->second;
349
350                 if(active)
351                         set_block_color(block, color*0.6);
352                 else
353                         set_block_color(block, color*0.5+0.5);
354         }
355         else if(active)
356                 set_block_color(block, GL::Color(0.6));
357         else
358                 set_block_color(block, GL::Color(1));
359 }
360
361 void Engineer::sensor_event(unsigned addr, bool)
362 {
363         const set<Block *> &blocks = layout.get_blocks();
364         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
365                 if((*i)->get_sensor_id()==addr)
366                         reset_block_color(**i);
367 }
368
369 void Engineer::block_reserved(const Block &block, const Train *)
370 {
371         reset_block_color(block);
372 }
373
374 Track3D *Engineer::pick_track(int x, int y)
375 {
376         float view_height = tan(camera.get_field_of_view()/2)*2;
377         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
378         float yy = (float(y)/window.get_height()-0.5)*view_height;
379         float size = 4.0/window.get_height()*view_height;
380
381         camera.apply();
382
383         return layout_3d.pick_track(xx, yy, size);
384 }
385
386 void Engineer::train_added(Train &train)
387 {
388         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
389         root->add(*tpanel);
390         int y = main_panel->get_geometry().y;
391         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
392                 y -= (*i)->get_geometry().h;
393         tpanel->set_position(0, y-tpanel->get_geometry().h);
394         train_panels.push_back(tpanel);
395         tpanel->set_visible(true);
396
397         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
398         overlay->set_label(loco3d, train.get_name());
399         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
400
401         GL::Color best_color;
402         float best_d_sq = 0;
403         for(unsigned i=0; i<10; ++i)
404         {
405                 GL::Color color;
406                 color.r = rand()*1.0/RAND_MAX;
407                 color.g = rand()*1.0/RAND_MAX;
408                 color.b = rand()*1.0/RAND_MAX;
409                 color = color*(1/max(max(color.r, color.g), color.b));
410                 float min_d_sq = 3;
411                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
412                 {
413                         float dr = color.r-j->second.r;
414                         float dg = color.g-j->second.g;
415                         float db = color.b-j->second.b;
416                         float d_sq = dr*dr+dg*dg+db*db;
417                         if(d_sq<min_d_sq)
418                                 min_d_sq = d_sq;
419                 }
420                 if(min_d_sq>best_d_sq)
421                 {
422                         best_color = color;
423                         best_d_sq = min_d_sq;
424                 }
425         }
426         train_colors[&train] = best_color;
427 }
428
429 void Engineer::sighandler(int sig)
430 {
431         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
432         {
433                 signal(sig, SIG_DFL);
434                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
435                 const map<unsigned, Train *> &trains = layout.get_trains();
436                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
437                         layout.get_driver().set_loco_speed(i->first, 0);
438                 layout.get_driver().flush();
439                 raise(sig);
440         }
441         else if(sig==SIGTERM || sig==SIGINT)
442                 exit(0);
443 }