3 This file is part of the MSP Märklin suite
4 Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
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"
31 #include "mainpanel.h"
32 #include "trainpanel.h"
33 #include "trainproperties.h"
36 using namespace Marklin;
39 Application::RegApp<Engineer> Engineer::reg;
41 Engineer::Engineer(int argc, char **argv):
43 window(options.screen_w, options.screen_h, options.fullscreen),
44 layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
47 pipeline(window.get_width(), window.get_height(), false),
54 window.set_title("Railroad Engineer");
55 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
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);
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);
68 overlay = new Overlay3D(window, camera, ui_res.get_default_font());
70 // Setup railroad control
71 DataFile::load(catalogue, "tracks.dat");
72 DataFile::load(catalogue, "locos.dat");
73 DataFile::load(layout, options.layout_fn);
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");
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(layout_3d.get_scene());
93 light.set_position(0, -0.259, 0.966, 0);
94 lighting.attach(0, light);
96 GL::PipelinePass &pass = pipeline.add_pass(0);
97 pass.depth_test = &GL::DepthTest::lequal();
98 pass.lighting = &lighting;
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);
111 Engineer::~Engineer()
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();
118 if(!options.simulate)
119 layout.save_trains("engineer.state");
127 void Engineer::set_status(const string &text)
129 main_panel->set_status_text(text);
130 status_timeout = Time::now()+10*Time::sec;
133 void Engineer::pick(bool with_ep)
137 picking_entry = (with_ep ? 0 : -1);
144 return Application::main();
147 void Engineer::tick()
149 window.get_display().tick();
152 event_disp.tick(Time::zero);
154 if(status_timeout && Time::now()>status_timeout)
156 main_panel->set_status_text(string());
157 status_timeout = Time::TimeStamp();
160 GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
162 pipeline.render_all();
164 GL::Bind depth(GL::DepthTest::lequal());
165 layout_3d.get_path_scene().render();
168 GL::Bind blend(GL::Blend::alpha());
172 if(picking && picking_track && picking_entry>=0)
174 GL::PushMatrix push_mat;
176 float rot = picking_track->get_endpoint_direction(picking_entry);
177 Point pos = picking_track->get_endpoint_position(picking_entry);
179 GL::translate(pos.x, pos.y, pos.z+0.03);
180 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
185 const GLtk::Geometry &rgeom = root->get_geometry();
186 GL::matrix_mode(GL::PROJECTION);
188 GL::ortho_bottomleft(rgeom.w, rgeom.h);
189 GL::matrix_mode(GL::MODELVIEW);
193 GL::Bind blend(GL::Blend::alpha());
195 GL::Texture::unbind();
198 window.swap_buffers();
201 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
205 if(btn==1 && picking_track)
210 signal_pick_done.emit(picking_track, picking_entry);
212 else if(btn==3 && picking_entry>=0)
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);
220 Track3D *t3d = pick_track(x, window.get_height()-y-1);
223 Track &track = t3d->get_track();
224 if(track.get_turnout_id())
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");
231 unsigned paths = track.get_type().get_paths();
232 unsigned i = track.get_active_path()+1;
233 while(!(paths&(1<<i)))
240 track.set_active_path(i);
243 else if(options.simulate)
245 if(unsigned sid=track.get_sensor_id())
246 layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
252 void Engineer::pointer_motion(int x, int y)
256 Track3D *track = pick_track(x, window.get_height()-y-1);
257 if(track && &track->get_track()!=picking_track)
259 picking_track = &track->get_track();
264 picking_path = new Path3D(*track);
266 picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
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);
275 void Engineer::view_all()
277 const list<Track3D *> &tracks = layout_3d.get_tracks();
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;
284 for(float angle=0; angle<M_PI; angle+=0.01)
290 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
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);
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);
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);
316 pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
317 up = GL::Vector3(-s, c, 0);
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);
327 void Engineer::set_block_color(const Block &block, const GL::Color &color)
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);
334 void Engineer::reset_block_color(const Block &block)
337 if(unsigned sid=block.get_sensor_id())
338 active = layout.get_driver().get_sensor(sid);
340 if(block.get_train())
343 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
344 if(i!=train_colors.end())
348 set_block_color(block, color*0.6);
350 set_block_color(block, color*0.5+0.5);
353 set_block_color(block, GL::Color(0.6));
355 set_block_color(block, GL::Color(1));
358 void Engineer::sensor_event(unsigned addr, bool)
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);
366 void Engineer::block_reserved(const Block &block, const Train *)
368 reset_block_color(block);
371 Track3D *Engineer::pick_track(int x, int y)
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;
380 return layout_3d.pick_track(xx, yy, size);
383 void Engineer::train_added(Train &train)
385 TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
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);
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)));
398 GL::Color best_color;
400 for(unsigned i=0; i<10; ++i)
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));
408 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
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;
417 if(min_d_sq>best_d_sq)
420 best_d_sq = min_d_sq;
423 train_colors[&train] = best_color;
426 void Engineer::sighandler(int sig)
428 if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
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();
438 else if(sig==SIGTERM || sig==SIGINT)