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Add a set_sensor function to the Driver interface
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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 "engineer.h"
31 #include "mainpanel.h"
32 #include "trainpanel.h"
33 #include "trainproperties.h"
34
35 using namespace std;
36 using namespace Marklin;
37 using namespace Msp;
38
39 Application::RegApp<Engineer> Engineer::reg;
40
41 Engineer::Engineer(int argc, char **argv):
42         options(argc, argv),
43         window(options.screen_w, options.screen_h, options.fullscreen),
44         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
45         layout_3d(layout),
46         server(0),
47         pipeline(window.get_width(), window.get_height(), false),
48         picking(false),
49         picking_track(0),
50         picking_entry(0),
51         picking_path(0)
52 {
53         // Setup GUI
54         window.set_title("Railroad Engineer");
55         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
56
57         DataFile::load(ui_res, "marklin.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);
62
63         main_panel = new MainPanel(*this, ui_res);
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);
67
68         overlay = new Overlay3D(window, camera, ui_res.get_default_font());
69
70         // Setup railroad control
71         DataFile::load(catalogue, "tracks.dat");
72         DataFile::load(catalogue, "locos.dat");
73         DataFile::load(layout, options.layout_fn);
74
75         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
76         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
77         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
78         if(FS::exists("engineer.state"))
79                 DataFile::load(layout, "engineer.state");
80
81         if(options.network)
82         {
83                 server = new Server(layout);
84                 server->use_event_dispatcher(event_disp);
85         }
86
87         // Setup 3D view
88         DataFile::load(arrow_mesh, "arrow.mesh");
89
90         pipeline.set_camera(&camera);
91         pipeline.add_renderable(layout_3d.get_scene());
92
93         light.set_position(0, -0.259, 0.966, 0);
94         lighting.attach(0, light);
95
96         GL::PipelinePass &pass = pipeline.add_pass(0);
97         pass.depth_test = &GL::DepthTest::lequal();
98         pass.lighting = &lighting;
99
100         view_all();
101
102         // Catch various signals so we can stop the trains in case we get terminated
103         catch_signal(SIGINT);
104         catch_signal(SIGTERM);
105         catch_signal(SIGSEGV);
106         catch_signal(SIGILL);
107         catch_signal(SIGFPE);
108         catch_signal(SIGABRT);
109 }
110
111 Engineer::~Engineer()
112 {
113         const map<unsigned, Train *> &trains = layout.get_trains();
114         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
115                 i->second->set_speed(0);
116         layout.get_driver().flush();
117
118         if(!options.simulate)
119                 layout.save_trains("engineer.state");
120
121         delete overlay;
122         delete root;
123
124         delete server;
125 }
126
127 void Engineer::set_status(const string &text)
128 {
129         main_panel->set_status_text(text);
130         status_timeout = Time::now()+10*Time::sec;
131 }
132
133 void Engineer::pick(bool with_ep)
134 {
135         picking = true;
136         picking_track = 0;
137         picking_entry = (with_ep ? 0 : -1);
138 }
139
140 int Engineer::main()
141 {
142         window.show();
143
144         return Application::main();
145 }
146
147 void Engineer::tick()
148 {
149         window.get_display().tick();
150
151         layout.tick();
152         event_disp.tick(Time::zero);
153
154         if(status_timeout && Time::now()>status_timeout)
155         {
156                 main_panel->set_status_text(string());
157                 status_timeout = Time::TimeStamp();
158         }
159
160         GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
161
162         pipeline.render_all();
163         {
164                 GL::Bind depth(GL::DepthTest::lequal());
165                 layout_3d.get_path_scene().render();
166         }
167         {
168                 GL::Bind blend(GL::Blend::alpha());
169                 overlay->render(0);
170         }
171
172         if(picking && picking_track && picking_entry>=0)
173         {
174                 GL::PushMatrix push_mat;
175
176                 float rot = picking_track->get_endpoint_direction(picking_entry);
177                 Point pos = picking_track->get_endpoint_position(picking_entry);
178
179                 GL::translate(pos.x, pos.y, pos.z+0.03);
180                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
181
182                 arrow_mesh.draw();
183         }
184
185         const GLtk::Geometry &rgeom = root->get_geometry();
186         GL::matrix_mode(GL::PROJECTION);
187         GL::load_identity();
188         GL::ortho_bottomleft(rgeom.w, rgeom.h);
189         GL::matrix_mode(GL::MODELVIEW);
190         GL::load_identity();
191
192         {
193                 GL::Bind blend(GL::Blend::alpha());
194                 root->render();
195                 GL::Texture::unbind();
196         }
197
198         window.swap_buffers();
199 }
200
201 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
202 {
203         if(picking)
204         {
205                 if(btn==1 && picking_track)
206                 {
207                         picking = false;
208                         delete picking_path;
209                         picking_path = 0;
210                         signal_pick_done.emit(picking_track, picking_entry);
211                 }
212                 else if(btn==3 && picking_entry>=0)
213                 {
214                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
215                         picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
216                 }
217         }
218         else
219         {
220                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
221                 if(t3d)
222                 {
223                         Track &track = t3d->get_track();
224                         if(track.get_turnout_id())
225                         {
226                                 Block &block = layout.get_block_by_track(track);
227                                 if(block.get_train() && !block.get_train()->free_block(block))
228                                         set_status("Turnout is busy");
229                                 else
230                                 {
231                                         unsigned paths = track.get_type().get_paths();
232                                         unsigned i = track.get_active_path()+1;
233                                         while(!(paths&(1<<i)))
234                                         {
235                                                 if(!(paths>>i))
236                                                         i = 0;
237                                                 else
238                                                         ++i;
239                                         }
240                                         track.set_active_path(i);
241                                 }
242                         }
243                         else if(options.simulate)
244                         {
245                                 if(unsigned sid=track.get_sensor_id())
246                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
247                         }
248                 }
249         }
250 }
251
252 void Engineer::pointer_motion(int x, int y)
253 {
254         if(picking)
255         {
256                 Track3D *track = pick_track(x, window.get_height()-y-1);
257                 if(track && &track->get_track()!=picking_track)
258                 {
259                         picking_track = &track->get_track();
260                         if(picking_entry>=0)
261                                 picking_entry = 0;
262
263                         delete picking_path;
264                         picking_path = new Path3D(*track);
265                         if(picking_entry>=0)
266                                 picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
267                         else
268                                 picking_path->set_mask(picking_track->get_type().get_paths());
269                         picking_path->set_color(GL::Color(0));
270                         picking_path->set_layer(1);
271                 }
272         }
273 }
274
275 void Engineer::view_all()
276 {
277         const list<Track3D *> &tracks = layout_3d.get_tracks();
278
279         float view_aspect = float(window.get_width()-200)/window.get_height();
280         float view_height = tan(camera.get_field_of_view()/2)*2;
281         float best_score = 0;
282         GL::Vector3 pos;
283         GL::Vector3 up;
284         for(float angle=0; angle<M_PI; angle+=0.01)
285         {
286                 float min_x = 0;
287                 float max_x = 0;
288                 float min_y = 0;
289                 float max_y = 0;
290                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
291                 {
292                         Point minp, maxp;
293                         (*i)->get_bounds(angle, minp, maxp);
294                         min_x = min(min_x, minp.x);
295                         max_x = max(max_x, maxp.x);
296                         min_y = min(min_y, minp.y);
297                         max_y = max(max_y, maxp.y);
298                 }
299
300                 float width = max_x-min_x;
301                 float height = max_y-min_y;
302                 float aspect = width/height;
303                 float score = min(aspect/view_aspect, view_aspect/aspect);
304
305                 if(score>best_score)
306                 {
307                         best_score = score;
308
309                         float size = max(width/view_aspect, height);
310                         float c = cos(angle);
311                         float s = sin(angle);
312                         float x = (min_x+max_x)/2-size*105/window.get_height();
313                         float y = (min_y+max_y)/2;
314                         float z = max(size*1.05/view_height, 0.15);
315
316                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
317                         up = GL::Vector3(-s, c, 0);
318                 }
319         }
320
321         camera.set_position(pos);
322         camera.set_up_direction(up);
323         camera.set_look_direction(GL::Vector3(0, 0, -1));
324         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
325 }
326
327 void Engineer::set_block_color(const Block &block, const GL::Color &color)
328 {
329         const set<Track *> &tracks = block.get_tracks();
330         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
331                 layout_3d.get_track(**i).get_path().set_color(color);
332 }
333
334 void Engineer::reset_block_color(const Block &block)
335 {
336         bool active = false;
337         if(unsigned sid=block.get_sensor_id())
338                 active = layout.get_driver().get_sensor(sid);
339
340         if(block.get_train())
341         {
342                 GL::Color color;
343                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
344                 if(i!=train_colors.end())
345                         color = i->second;
346
347                 if(active)
348                         set_block_color(block, color*0.6);
349                 else
350                         set_block_color(block, color*0.5+0.5);
351         }
352         else if(active)
353                 set_block_color(block, GL::Color(0.6));
354         else
355                 set_block_color(block, GL::Color(1));
356 }
357
358 void Engineer::sensor_event(unsigned addr, bool)
359 {
360         const set<Block *> &blocks = layout.get_blocks();
361         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
362                 if((*i)->get_sensor_id()==addr)
363                         reset_block_color(**i);
364 }
365
366 void Engineer::block_reserved(const Block &block, const Train *)
367 {
368         reset_block_color(block);
369 }
370
371 Track3D *Engineer::pick_track(int x, int y)
372 {
373         float view_height = tan(camera.get_field_of_view()/2)*2;
374         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
375         float yy = (float(y)/window.get_height()-0.5)*view_height;
376         float size = 4.0/window.get_height()*view_height;
377
378         camera.apply();
379
380         return layout_3d.pick_track(xx, yy, size);
381 }
382
383 void Engineer::train_added(Train &train)
384 {
385         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
386         root->add(*tpanel);
387         int y = main_panel->get_geometry().y;
388         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
389                 y -= (*i)->get_geometry().h;
390         tpanel->set_position(0, y-tpanel->get_geometry().h);
391         train_panels.push_back(tpanel);
392         tpanel->set_visible(true);
393
394         Train3D &t3d = layout_3d.get_train(train);
395         overlay->set_label(t3d, train.get_name());
396         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(t3d)));
397
398         GL::Color best_color;
399         float best_d_sq = 0;
400         for(unsigned i=0; i<10; ++i)
401         {
402                 GL::Color color;
403                 color.r = rand()*1.0/RAND_MAX;
404                 color.g = rand()*1.0/RAND_MAX;
405                 color.b = rand()*1.0/RAND_MAX;
406                 color = color*(1/max(max(color.r, color.g), color.b));
407                 float min_d_sq = 3;
408                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
409                 {
410                         float dr = color.r-j->second.r;
411                         float dg = color.g-j->second.g;
412                         float db = color.b-j->second.b;
413                         float d_sq = dr*dr+dg*dg+db*db;
414                         if(d_sq<min_d_sq)
415                                 min_d_sq = d_sq;
416                 }
417                 if(min_d_sq>best_d_sq)
418                 {
419                         best_color = color;
420                         best_d_sq = min_d_sq;
421                 }
422         }
423         train_colors[&train] = best_color;
424 }
425
426 void Engineer::sighandler(int sig)
427 {
428         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
429         {
430                 signal(sig, SIG_DFL);
431                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
432                 const map<unsigned, Train *> &trains = layout.get_trains();
433                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
434                         i->second->set_speed(0);
435                 layout.get_driver().flush();
436                 raise(sig);
437         }
438         else if(sig==SIGTERM || sig==SIGINT)
439                 exit(0);
440 }