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Derive application classes from RegisteredApplication
[r2c2.git] / source / engineer / engineer.cpp
1 #include <algorithm>
2 #include <cmath>
3 #include <cstdlib>
4 #include <limits>
5 #include <signal.h>
6 #include <msp/fs/stat.h>
7 #include <msp/fs/utils.h>
8 #include <msp/graphics/display.h>
9 #include <msp/graphics/window.h>
10 #include <msp/gl/blend.h>
11 #include <msp/gl/framebuffer.h>
12 #include <msp/gl/matrix.h>
13 #include <msp/gl/misc.h>
14 #include <msp/gl/projection.h>
15 #include <msp/gl/tests.h>
16 #include <msp/gl/transform.h>
17 #include <msp/io/print.h>
18 #include <msp/strings/format.h>
19 #include <msp/time/units.h>
20 #include <msp/time/utils.h>
21 #include "libr2c2/driver.h"
22 #include "libr2c2/tracktype.h"
23 #include "3d/path.h"
24 #include "3d/track.h"
25 #include "3d/vehicle.h"
26 #include "engineer.h"
27 #include "mainpanel.h"
28 #include "trainpanel.h"
29 #include "trainproperties.h"
30 #include "trainview.h"
31
32 using namespace std;
33 using namespace R2C2;
34 using namespace Msp;
35
36 Engineer::Engineer(int argc, char **argv):
37         options(argc, argv),
38         window(options.screen_w, options.screen_h, options.fullscreen),
39         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
40         layout_3d(layout),
41         server(0),
42         pipeline(window.get_width(), window.get_height(), false),
43         picking(false),
44         picking_track(0),
45         picking_entry(0),
46         picking_path(0),
47         pointer_x(0),
48         pointer_y(0),
49         pointer_moved(false)
50 {
51         // Setup GUI
52         window.set_title("Railroad Engineer");
53         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
54
55         DataFile::load(ui_res, "r2c2.res");
56         root = new GLtk::Root(ui_res, window);
57         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
58         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
59         root->set_visible(true);
60
61         main_panel = new MainPanel(*this);
62         root->add(*main_panel);
63         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
64         main_panel->set_visible(true);
65
66         overlay = new Overlay3D(ui_res.get_default_font());
67
68         // Setup railroad control
69         DataFile::load(catalogue, "tracks.dat");
70         DataFile::load(catalogue, "locos.dat");
71         DataFile::load(catalogue, "wagons.dat");
72         DataFile::load(layout, options.layout_fn);
73
74         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
75         layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
76         layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
77         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
78
79         if(FS::exists(options.state_fn))
80                 DataFile::load(layout, options.state_fn);
81
82         if(options.network)
83         {
84                 server = new Server(layout);
85                 server->use_event_dispatcher(event_disp);
86         }
87
88         // Setup 3D view
89         DataFile::load(arrow_mesh, "arrow.mesh");
90
91         pipeline.set_camera(&camera);
92         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
93         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
94         pipeline.add_renderable_for_pass(*overlay, "overlay");
95
96         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
97         light.set_diffuse(GL::Color(0.9));
98         lighting.set_ambient(GL::Color(0.4));
99         lighting.attach(0, light);
100
101         GL::PipelinePass *pass = &pipeline.add_pass(0);
102         pass->depth_test = &GL::DepthTest::lequal();
103         pass->lighting = &lighting;
104
105         pass = &pipeline.add_pass("unlit");
106         pass->depth_test = &GL::DepthTest::lequal();
107
108         pass = &pipeline.add_pass("overlay");
109         pass->blend = &GL::Blend::alpha();
110
111         view_all();
112
113         // Catch various signals so we can stop the trains in case we get terminated
114         catch_signal(SIGINT);
115         catch_signal(SIGTERM);
116         catch_signal(SIGSEGV);
117         catch_signal(SIGILL);
118         catch_signal(SIGFPE);
119         catch_signal(SIGABRT);
120 }
121
122 Engineer::~Engineer()
123 {
124         const map<unsigned, Train *> &trains = layout.get_trains();
125         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
126                 layout.get_driver().set_loco_speed(i->first, 0);
127         layout.get_driver().flush();
128
129         if(!options.simulate)
130         {
131                 layout.save_dynamic(options.state_fn+".tmp");
132                 FS::rename(options.state_fn+".tmp", options.state_fn);
133         }
134
135         delete overlay;
136         delete root;
137
138         delete server;
139 }
140
141 void Engineer::set_status(const string &text)
142 {
143         main_panel->set_status_text(text);
144         status_timeout = Time::now()+10*Time::sec;
145 }
146
147 void Engineer::rearrange_panels()
148 {
149         int y = main_panel->get_geometry().y;
150         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
151         {
152                 y -= (*i)->get_geometry().h;
153                 (*i)->set_position(0, y);
154         }
155 }
156
157 void Engineer::add_train_view(TrainView &tv)
158 {
159         train_views.push_back(&tv);
160 }
161
162 void Engineer::remove_train_view(TrainView &tv)
163 {
164         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
165 }
166
167 void Engineer::pick(bool with_ep)
168 {
169         picking = true;
170         picking_track = 0;
171         picking_entry = (with_ep ? 0 : -1);
172 }
173
174 int Engineer::main()
175 {
176         window.show();
177
178         return Application::main();
179 }
180
181 void Engineer::tick()
182 {
183         window.get_display().tick();
184
185         layout.tick();
186         event_disp.tick(Time::zero);
187
188         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
189                 (*i)->prepare();
190
191         if(status_timeout && Time::now()>status_timeout)
192         {
193                 main_panel->set_status_text(string());
194                 status_timeout = Time::TimeStamp();
195         }
196
197         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
198
199         pipeline.render_all();
200
201         if(pointer_moved)
202         {
203                 pointer_moved = false;
204
205                 if(picking)
206                 {
207                         Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
208                         if(track && track!=picking_track)
209                         {
210                                 picking_track = track;
211                                 if(picking_entry>=0)
212                                         picking_entry = 0;
213
214                                 delete picking_path;
215                                 picking_path = new Path3D(layout_3d.get_track(*track));
216                                 if(picking_entry>=0)
217                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
218                                 else
219                                         picking_path->set_mask(picking_track->get_type().get_paths());
220                                 picking_path->set_color(GL::Color(0));
221                                 picking_path->set_layer(1);
222                         }
223                 }
224         }
225
226         if(picking && picking_track && picking_entry>=0)
227         {
228                 GL::PushMatrix push_mat;
229
230                 float rot = picking_track->get_endpoint_direction(picking_entry);
231                 Vector pos = picking_track->get_endpoint_position(picking_entry);
232
233                 GL::translate(pos.x, pos.y, pos.z+0.03);
234                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
235
236                 arrow_mesh.draw();
237         }
238
239         const GLtk::Geometry &rgeom = root->get_geometry();
240         GL::matrix_mode(GL::PROJECTION);
241         GL::load_identity();
242         GL::ortho_bottomleft(rgeom.w, rgeom.h);
243         GL::matrix_mode(GL::MODELVIEW);
244         GL::load_identity();
245
246         {
247                 GL::Bind blend(GL::Blend::alpha());
248                 root->render();
249                 GL::Texture::unbind();
250         }
251
252         window.swap_buffers();
253 }
254
255 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
256 {
257         if(picking)
258         {
259                 if(btn==1 && picking_track)
260                 {
261                         picking = false;
262                         delete picking_path;
263                         picking_path = 0;
264                         signal_pick_done.emit(picking_track, picking_entry);
265                 }
266                 else if(btn==3 && picking_entry>=0)
267                 {
268                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
269                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
270                 }
271         }
272         else
273         {
274                 Track *track = pick_track(x, window.get_height()-y-1);
275                 if(track)
276                 {
277                         if(track->get_turnout_id())
278                         {
279                                 Block &block = track->get_block();
280                                 if(block.get_train() && !block.get_train()->free_block(block))
281                                         set_status("Turnout is busy");
282                                 else
283                                 {
284                                         unsigned paths = track->get_type().get_paths();
285                                         unsigned i = track->get_active_path()+1;
286                                         while(!(paths&(1<<i)))
287                                         {
288                                                 if(!(paths>>i))
289                                                         i = 0;
290                                                 else
291                                                         ++i;
292                                         }
293                                         track->set_active_path(i);
294                                         set_status(format("Turnout %d", track->get_turnout_id()));
295                                 }
296                         }
297                         if(unsigned sid = track->get_sensor_id())
298                         {
299                                 if(options.simulate)
300                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
301                                 set_status(format("Sensor %d", sid));
302                         }
303                 }
304         }
305 }
306
307 void Engineer::pointer_motion(int x, int y)
308 {
309         pointer_x = x;
310         pointer_y = y;
311         pointer_moved = true;
312 }
313
314 void Engineer::view_all()
315 {
316         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
317
318         float view_aspect = float(window.get_width()-200)/window.get_height();
319         float view_height = tan(camera.get_field_of_view()/2)*2;
320         float best_score = 0;
321         GL::Vector3 pos;
322         GL::Vector3 up;
323         for(float angle=0; angle<M_PI; angle+=0.01)
324         {
325                 float min_x = 0;
326                 float max_x = 0;
327                 float min_y = 0;
328                 float max_y = 0;
329                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
330                 {
331                         Vector minp, maxp;
332                         i->second->get_bounds(angle, minp, maxp);
333                         min_x = min(min_x, minp.x);
334                         max_x = max(max_x, maxp.x);
335                         min_y = min(min_y, minp.y);
336                         max_y = max(max_y, maxp.y);
337                 }
338
339                 float width = max_x-min_x;
340                 float height = max_y-min_y;
341                 float aspect = width/height;
342                 float score = min(aspect/view_aspect, view_aspect/aspect);
343
344                 if(score>best_score)
345                 {
346                         best_score = score;
347
348                         float size = max(width/view_aspect, height);
349                         float c = cos(angle);
350                         float s = sin(angle);
351                         float x = (min_x+max_x)/2-size*105/window.get_height();
352                         float y = (min_y+max_y)/2;
353                         float z = max(size*1.05/view_height, 0.15);
354
355                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
356                         up = GL::Vector3(-s, c, 0);
357                 }
358         }
359
360         camera.set_position(pos);
361         camera.set_up_direction(up);
362         camera.set_look_direction(GL::Vector3(0, 0, -1));
363         camera.set_aspect(float(window.get_width())/window.get_height());
364         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
365 }
366
367 void Engineer::set_block_color(const Block &block, const GL::Color &color)
368 {
369         const set<Track *> &tracks = block.get_tracks();
370         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
371                 layout_3d.get_track(**i).get_path().set_color(color);
372 }
373
374 void Engineer::reset_block_color(const Block &block)
375 {
376         bool active = block.get_state()>Block::INACTIVE;
377
378         if(block.get_train())
379         {
380                 GL::Color color;
381                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
382                 if(i!=train_colors.end())
383                         color = i->second;
384
385                 if(active)
386                         set_block_color(block, color*0.6);
387                 else
388                         set_block_color(block, color*0.5+0.5);
389         }
390         else if(active)
391                 set_block_color(block, GL::Color(0.6));
392         else
393                 set_block_color(block, GL::Color(1));
394 }
395
396 Track *Engineer::pick_track(int x, int y)
397 {
398         const GL::Vector3 &start = camera.get_position();
399         float xx = x*2.0/window.get_width()-1.0;
400         float yy = y*2.0/window.get_height()-1.0;
401         GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
402
403         return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
404 }
405
406 void Engineer::train_added(Train &train)
407 {
408         TrainPanel *tpanel = new TrainPanel(*this, train);
409         root->add(*tpanel);
410         train_panels.push_back(tpanel);
411         rearrange_panels();
412
413         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
414         overlay->set_label(loco3d, train.get_name());
415         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
416
417         GL::Color best_color;
418         float best_d_sq = 0;
419         for(unsigned i=0; i<10; ++i)
420         {
421                 GL::Color color;
422                 color.r = rand()*1.0/RAND_MAX;
423                 color.g = rand()*1.0/RAND_MAX;
424                 color.b = rand()*1.0/RAND_MAX;
425                 color = color*(1/max(max(color.r, color.g), color.b));
426                 float min_d_sq = 3;
427                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
428                 {
429                         float dr = color.r-j->second.r;
430                         float dg = color.g-j->second.g;
431                         float db = color.b-j->second.b;
432                         float d_sq = dr*dr+dg*dg+db*db;
433                         if(d_sq<min_d_sq)
434                                 min_d_sq = d_sq;
435                 }
436                 if(min_d_sq>best_d_sq)
437                 {
438                         best_color = color;
439                         best_d_sq = min_d_sq;
440                 }
441         }
442         train_colors[&train] = best_color;
443 }
444
445 void Engineer::sighandler(int sig)
446 {
447         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
448         {
449                 signal(sig, SIG_DFL);
450                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
451                 const map<unsigned, Train *> &trains = layout.get_trains();
452                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
453                         layout.get_driver().set_loco_speed(i->first, 0);
454                 layout.get_driver().flush();
455                 raise(sig);
456         }
457         else if(sig==SIGTERM || sig==SIGINT)
458                 exit(0);
459 }