]> git.tdb.fi Git - r2c2.git/blob - source/engineer/engineer.cpp
Reimplement path display
[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 <limits>
10 #include <signal.h>
11 #include <msp/core/except.h>
12 #include <msp/fs/stat.h>
13 #include <msp/gbase/display.h>
14 #include <msp/gbase/window.h>
15 #include <msp/gl/blend.h>
16 #include <msp/gl/framebuffer.h>
17 #include <msp/gl/matrix.h>
18 #include <msp/gl/misc.h>
19 #include <msp/gl/projection.h>
20 #include <msp/gl/tests.h>
21 #include <msp/gl/transform.h>
22 #include <msp/io/print.h>
23 #include <msp/strings/formatter.h>
24 #include <msp/time/units.h>
25 #include "libmarklin/driver.h"
26 #include "libmarklin/tracktype.h"
27 #include "3d/path.h"
28 #include "engineer.h"
29 #include "mainpanel.h"
30 #include "trainpanel.h"
31 #include "trainproperties.h"
32
33 using namespace std;
34 using namespace Marklin;
35 using namespace Msp;
36
37 Engineer::Engineer(int argc, char **argv):
38         options(argc, argv),
39         window(options.screen_w, options.screen_h, options.fullscreen),
40         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
41         layout_3d(layout),
42         server(0),
43         pipeline(window.get_width(), window.get_height(), false),
44         placing_train(0),
45         placing_block(0),
46         placing_entry(0)
47 {
48         // Setup GUI
49         window.set_title("Railroad Engineer");
50         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
51
52         DataFile::load(ui_res, "marklin.res");
53         root = new GLtk::Root(ui_res, window);
54         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
55         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
56         root->set_visible(true);
57
58         main_panel = new MainPanel(*this, ui_res);
59         root->add(*main_panel);
60         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
61         main_panel->set_visible(true);
62
63         // Setup railroad control
64         DataFile::load(catalogue, "tracks.dat");
65         DataFile::load(catalogue, "locos.dat");
66         DataFile::load(layout, options.layout_fn);
67
68         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
69         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
70         if(FS::exists("engineer.state"))
71                 DataFile::load(layout, "engineer.state");
72
73         if(options.network)
74         {
75                 server = new Server(layout);
76                 server->use_event_dispatcher(event_disp);
77         }
78
79         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
80
81         // Setup 3D view
82         DataFile::load(arrow_mesh, "arrow.mesh");
83
84         overlay = new Overlay3D(window, camera, ui_res.get_default_font());
85
86         pipeline.set_camera(&camera);
87         pipeline.add_renderable(layout_3d.get_scene());
88
89         light.set_position(0, -0.259, 0.966, 0);
90         lighting.attach(0, light);
91
92         GL::PipelinePass &pass = pipeline.add_pass(0);
93         pass.depth_test = &GL::DepthTest::lequal();
94         pass.lighting = &lighting;
95
96         view_all();
97
98         // Catch various signals so we can stop the trains in case we get terminated
99         catch_signal(SIGINT);
100         catch_signal(SIGTERM);
101         catch_signal(SIGSEGV);
102         catch_signal(SIGILL);
103         catch_signal(SIGFPE);
104         catch_signal(SIGABRT);
105 }
106
107 Engineer::~Engineer()
108 {
109         const map<unsigned, Train *> &trains = layout.get_trains();
110         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
111                 i->second->set_speed(0);
112         layout.get_driver().flush();
113
114         if(!options.simulate)
115                 layout.save_trains("engineer.state");
116
117         delete overlay;
118         delete root;
119
120         delete server;
121 }
122
123 void Engineer::place_train(Train &train)
124 {
125         placing_train = &train;
126         placing_block = 0;
127         main_panel->set_status_text("Select location");
128 }
129
130 int Engineer::main()
131 {
132         window.show();
133
134         return Application::main();
135 }
136
137 void Engineer::tick()
138 {
139         window.get_display().tick();
140
141         layout.tick();
142         event_disp.tick(Time::zero);
143
144         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
145                 overlay->set_label(layout_3d.get_train(**i), (*i)->get_name());
146         new_trains.clear();
147
148         GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
149
150         pipeline.render_all();
151         layout_3d.get_path_scene().render();
152         {
153                 GL::Bind blend(GL::Blend::alpha());
154                 overlay->render(0);
155         }
156
157         if(placing_train && placing_block)
158         {
159                 GL::PushMatrix push_mat;
160
161                 const Marklin::Block::Endpoint &bep = placing_block->get_endpoints()[placing_entry];
162                 float rot = bep.track->get_endpoint_direction(bep.track_ep);
163                 Point pos = bep.track->get_endpoint_position(bep.track_ep);
164
165                 GL::translate(pos.x, pos.y, pos.z+0.03);
166                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
167
168                 arrow_mesh.draw();
169         }
170
171         const GLtk::Geometry &rgeom = root->get_geometry();
172         GL::matrix_mode(GL::PROJECTION);
173         GL::load_identity();
174         GL::ortho_bottomleft(rgeom.w, rgeom.h);
175         GL::matrix_mode(GL::MODELVIEW);
176         GL::load_identity();
177
178         {
179                 GL::Bind blend(GL::Blend::alpha());
180                 root->render();
181                 GL::Texture::unbind();
182         }
183
184         window.swap_buffers();
185 }
186
187 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
188 {
189         if(placing_train)
190         {
191                 if(btn==1 && placing_block && !placing_block->get_train())
192                 {
193                         reset_block_color(*placing_block);
194
195                         placing_train->place(*placing_block, placing_entry);
196                         placing_train = 0;
197                         main_panel->set_status_text(string());
198                 }
199                 else if(btn==3)
200                 {
201                         const vector<Block::Endpoint> &endpoints = placing_block->get_endpoints();
202                         placing_entry = (placing_entry+1)%endpoints.size();
203                 }
204         }
205         else
206         {
207                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
208                 if(t3d)
209                 {
210                         Track &track = t3d->get_track();
211                         if(track.get_turnout_id())
212                         {
213                                 Block &block = layout.get_block_by_track(track);
214                                 if(block.get_train() && !block.get_train()->free_block(block))
215                                         main_panel->set_status_text("Turnout busy");
216                                 else
217                                 {
218                                         unsigned paths = track.get_type().get_paths();
219                                         unsigned i = track.get_active_path()+1;
220                                         while(!(paths&(1<<i)))
221                                         {
222                                                 if(!(paths>>i))
223                                                         i = 0;
224                                                 else
225                                                         ++i;
226                                         }
227                                         track.set_active_path(i);
228                                 }
229                         }
230                         /*else if(simulate)
231                         {
232                                 if(unsigned sid=track->get_track().get_sensor_id())
233                                 {
234                                         Sensor &sensor = control.get_sensor(sid);
235                                         control.signal_sensor_event.emit(sid, !sensor.get_state());
236                                 }
237                         }*/
238                 }
239         }
240 }
241
242 void Engineer::pointer_motion(int x, int y)
243 {
244         if(placing_train)
245         {
246                 Track3D *track = pick_track(x, window.get_height()-y-1);
247                 if(track)
248                 {
249                         Block &block = layout.get_block_by_track(track->get_track());
250                         if(&block!=placing_block)
251                         {
252                                 if(placing_block)
253                                         reset_block_color(*placing_block);
254                                 placing_block = &block;
255                                 placing_entry = 0;
256                                 set_block_color(*placing_block, GL::Color(0.5, 1, 0.7));
257                         }
258                 }
259         }
260 }
261
262 void Engineer::view_all()
263 {
264         const list<Track3D *> &tracks = layout_3d.get_tracks();
265
266         float view_aspect = float(window.get_width()-200)/window.get_height();
267         float view_height = tan(camera.get_field_of_view()/2)*2;
268         float best_score = 0;
269         GL::Vector3 pos;
270         GL::Vector3 up;
271         for(float angle=0; angle<M_PI; angle+=0.01)
272         {
273                 float min_x = 0;
274                 float max_x = 0;
275                 float min_y = 0;
276                 float max_y = 0;
277                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
278                 {
279                         Point minp, maxp;
280                         (*i)->get_bounds(angle, minp, maxp);
281                         min_x = min(min_x, minp.x);
282                         max_x = max(max_x, maxp.x);
283                         min_y = min(min_y, minp.y);
284                         max_y = max(max_y, maxp.y);
285                 }
286
287                 float width = max_x-min_x;
288                 float height = max_y-min_y;
289                 float aspect = width/height;
290                 float score = min(aspect/view_aspect, view_aspect/aspect);
291
292                 if(score>best_score)
293                 {
294                         best_score = score;
295
296                         float size = max(width/view_aspect, height);
297                         float c = cos(angle);
298                         float s = sin(angle);
299                         float x = (min_x+max_x)/2-size*105/window.get_height();
300                         float y = (min_y+max_y)/2;
301                         float z = max(size*1.05/view_height, 0.15);
302
303                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
304                         up = GL::Vector3(-s, c, 0);
305                 }
306         }
307
308         camera.set_position(pos);
309         camera.set_up_direction(up);
310         camera.set_look_direction(GL::Vector3(0, 0, -1));
311 }
312
313 void Engineer::set_block_color(const Block &block, const GL::Color &color)
314 {
315         const set<Track *> &tracks = block.get_tracks();
316         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
317                 layout_3d.get_track(**i).get_path().set_color(color);
318 }
319
320 void Engineer::reset_block_color(const Block &block)
321 {
322         if(unsigned sid=block.get_sensor_id())
323         {
324                 if(layout.get_driver().get_sensor(sid))
325                 {
326                         set_block_color(block, GL::Color(1, 0.5, 0.3));
327                         return;
328                 }
329         }
330
331         if(block.get_train())
332                 set_block_color(block, GL::Color(1, 1, 0.3));
333         else
334                 set_block_color(block, GL::Color(1, 1, 1));
335 }
336
337 void Engineer::sensor_event(unsigned addr, bool)
338 {
339         const set<Block *> &blocks = layout.get_blocks();
340         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
341                 if((*i)->get_sensor_id()==addr)
342                         reset_block_color(**i);
343 }
344
345 void Engineer::block_reserved(const Block &block, const Train *)
346 {
347         reset_block_color(block);
348 }
349
350 Track3D *Engineer::pick_track(int x, int y)
351 {
352         float view_height = tan(camera.get_field_of_view()/2)*2;
353         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
354         float yy = (float(y)/window.get_height()-0.5)*view_height;
355         float size = 4.0/window.get_height()*view_height;
356
357         camera.apply();
358
359         return layout_3d.pick_track(xx, yy, size);
360 }
361
362 void Engineer::train_added(Train &train)
363 {
364         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
365         root->add(*tpanel);
366         int y = main_panel->get_geometry().y;
367         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
368                 y -= (*i)->get_geometry().h;
369         tpanel->set_position(0, y-tpanel->get_geometry().h);
370         train_panels.push_back(tpanel);
371         tpanel->set_visible(true);
372
373         new_trains.push_back(&train);
374 }
375
376 void Engineer::sighandler(int sig)
377 {
378         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
379         {
380                 signal(sig, SIG_DFL);
381                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
382                 const map<unsigned, Train *> &trains = layout.get_trains();
383                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
384                         i->second->set_speed(0);
385                 layout.get_driver().flush();
386                 raise(sig);
387         }
388         else if(sig==SIGTERM || sig==SIGINT)
389                 exit(0);
390 }
391
392 Application::RegApp<Engineer> Engineer::reg;