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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 "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(layout, options.layout_fn);
76
77         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
78         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
79         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
80         if(FS::exists("engineer.state"))
81                 DataFile::load(layout, "engineer.state");
82
83         if(options.network)
84         {
85                 server = new Server(layout);
86                 server->use_event_dispatcher(event_disp);
87         }
88
89         // Setup 3D view
90         DataFile::load(arrow_mesh, "arrow.mesh");
91
92         pipeline.set_camera(&camera);
93         pipeline.add_renderable(layout_3d.get_scene());
94
95         light.set_position(0, -0.259, 0.966, 0);
96         lighting.attach(0, light);
97
98         GL::PipelinePass &pass = pipeline.add_pass(0);
99         pass.depth_test = &GL::DepthTest::lequal();
100         pass.lighting = &lighting;
101
102         view_all();
103
104         // Catch various signals so we can stop the trains in case we get terminated
105         catch_signal(SIGINT);
106         catch_signal(SIGTERM);
107         catch_signal(SIGSEGV);
108         catch_signal(SIGILL);
109         catch_signal(SIGFPE);
110         catch_signal(SIGABRT);
111 }
112
113 Engineer::~Engineer()
114 {
115         const map<unsigned, Train *> &trains = layout.get_trains();
116         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
117                 i->second->set_speed(0);
118         layout.get_driver().flush();
119
120         if(!options.simulate)
121                 layout.save_trains("engineer.state");
122
123         delete overlay;
124         delete root;
125
126         delete server;
127 }
128
129 void Engineer::set_status(const string &text)
130 {
131         main_panel->set_status_text(text);
132         status_timeout = Time::now()+10*Time::sec;
133 }
134
135 void Engineer::pick(bool with_ep)
136 {
137         picking = true;
138         picking_track = 0;
139         picking_entry = (with_ep ? 0 : -1);
140 }
141
142 int Engineer::main()
143 {
144         window.show();
145
146         return Application::main();
147 }
148
149 void Engineer::tick()
150 {
151         window.get_display().tick();
152
153         layout.tick();
154         event_disp.tick(Time::zero);
155
156         if(status_timeout && Time::now()>status_timeout)
157         {
158                 main_panel->set_status_text(string());
159                 status_timeout = Time::TimeStamp();
160         }
161
162         GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
163
164         pipeline.render_all();
165         {
166                 GL::Bind depth(GL::DepthTest::lequal());
167                 layout_3d.get_path_scene().render();
168         }
169         {
170                 GL::Bind blend(GL::Blend::alpha());
171                 overlay->render(0);
172         }
173
174         if(picking && picking_track && picking_entry>=0)
175         {
176                 GL::PushMatrix push_mat;
177
178                 float rot = picking_track->get_endpoint_direction(picking_entry);
179                 Point pos = picking_track->get_endpoint_position(picking_entry);
180
181                 GL::translate(pos.x, pos.y, pos.z+0.03);
182                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
183
184                 arrow_mesh.draw();
185         }
186
187         const GLtk::Geometry &rgeom = root->get_geometry();
188         GL::matrix_mode(GL::PROJECTION);
189         GL::load_identity();
190         GL::ortho_bottomleft(rgeom.w, rgeom.h);
191         GL::matrix_mode(GL::MODELVIEW);
192         GL::load_identity();
193
194         {
195                 GL::Bind blend(GL::Blend::alpha());
196                 root->render();
197                 GL::Texture::unbind();
198         }
199
200         window.swap_buffers();
201 }
202
203 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
204 {
205         if(picking)
206         {
207                 if(btn==1 && picking_track)
208                 {
209                         picking = false;
210                         delete picking_path;
211                         picking_path = 0;
212                         signal_pick_done.emit(picking_track, picking_entry);
213                 }
214                 else if(btn==3 && picking_entry>=0)
215                 {
216                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
217                         picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
218                 }
219         }
220         else
221         {
222                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
223                 if(t3d)
224                 {
225                         Track &track = t3d->get_track();
226                         if(track.get_turnout_id())
227                         {
228                                 Block &block = layout.get_block_by_track(track);
229                                 if(block.get_train() && !block.get_train()->free_block(block))
230                                         set_status("Turnout is busy");
231                                 else
232                                 {
233                                         unsigned paths = track.get_type().get_paths();
234                                         unsigned i = track.get_active_path()+1;
235                                         while(!(paths&(1<<i)))
236                                         {
237                                                 if(!(paths>>i))
238                                                         i = 0;
239                                                 else
240                                                         ++i;
241                                         }
242                                         track.set_active_path(i);
243                                 }
244                         }
245                         else if(options.simulate)
246                         {
247                                 if(unsigned sid=track.get_sensor_id())
248                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
249                         }
250                 }
251         }
252 }
253
254 void Engineer::pointer_motion(int x, int y)
255 {
256         if(picking)
257         {
258                 Track3D *track = pick_track(x, window.get_height()-y-1);
259                 if(track && &track->get_track()!=picking_track)
260                 {
261                         picking_track = &track->get_track();
262                         if(picking_entry>=0)
263                                 picking_entry = 0;
264
265                         delete picking_path;
266                         picking_path = new Path3D(*track);
267                         if(picking_entry>=0)
268                                 picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
269                         else
270                                 picking_path->set_mask(picking_track->get_type().get_paths());
271                         picking_path->set_color(GL::Color(0));
272                         picking_path->set_layer(1);
273                 }
274         }
275 }
276
277 void Engineer::view_all()
278 {
279         const list<Track3D *> &tracks = layout_3d.get_tracks();
280
281         float view_aspect = float(window.get_width()-200)/window.get_height();
282         float view_height = tan(camera.get_field_of_view()/2)*2;
283         float best_score = 0;
284         GL::Vector3 pos;
285         GL::Vector3 up;
286         for(float angle=0; angle<M_PI; angle+=0.01)
287         {
288                 float min_x = 0;
289                 float max_x = 0;
290                 float min_y = 0;
291                 float max_y = 0;
292                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
293                 {
294                         Point minp, maxp;
295                         (*i)->get_bounds(angle, minp, maxp);
296                         min_x = min(min_x, minp.x);
297                         max_x = max(max_x, maxp.x);
298                         min_y = min(min_y, minp.y);
299                         max_y = max(max_y, maxp.y);
300                 }
301
302                 float width = max_x-min_x;
303                 float height = max_y-min_y;
304                 float aspect = width/height;
305                 float score = min(aspect/view_aspect, view_aspect/aspect);
306
307                 if(score>best_score)
308                 {
309                         best_score = score;
310
311                         float size = max(width/view_aspect, height);
312                         float c = cos(angle);
313                         float s = sin(angle);
314                         float x = (min_x+max_x)/2-size*105/window.get_height();
315                         float y = (min_y+max_y)/2;
316                         float z = max(size*1.05/view_height, 0.15);
317
318                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
319                         up = GL::Vector3(-s, c, 0);
320                 }
321         }
322
323         camera.set_position(pos);
324         camera.set_up_direction(up);
325         camera.set_look_direction(GL::Vector3(0, 0, -1));
326         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
327 }
328
329 void Engineer::set_block_color(const Block &block, const GL::Color &color)
330 {
331         const set<Track *> &tracks = block.get_tracks();
332         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
333                 layout_3d.get_track(**i).get_path().set_color(color);
334 }
335
336 void Engineer::reset_block_color(const Block &block)
337 {
338         bool active = false;
339         if(unsigned sid=block.get_sensor_id())
340                 active = layout.get_driver().get_sensor(sid);
341
342         if(block.get_train())
343         {
344                 GL::Color color;
345                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
346                 if(i!=train_colors.end())
347                         color = i->second;
348
349                 if(active)
350                         set_block_color(block, color*0.6);
351                 else
352                         set_block_color(block, color*0.5+0.5);
353         }
354         else if(active)
355                 set_block_color(block, GL::Color(0.6));
356         else
357                 set_block_color(block, GL::Color(1));
358 }
359
360 void Engineer::sensor_event(unsigned addr, bool)
361 {
362         const set<Block *> &blocks = layout.get_blocks();
363         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
364                 if((*i)->get_sensor_id()==addr)
365                         reset_block_color(**i);
366 }
367
368 void Engineer::block_reserved(const Block &block, const Train *)
369 {
370         reset_block_color(block);
371 }
372
373 Track3D *Engineer::pick_track(int x, int y)
374 {
375         float view_height = tan(camera.get_field_of_view()/2)*2;
376         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
377         float yy = (float(y)/window.get_height()-0.5)*view_height;
378         float size = 4.0/window.get_height()*view_height;
379
380         camera.apply();
381
382         return layout_3d.pick_track(xx, yy, size);
383 }
384
385 void Engineer::train_added(Train &train)
386 {
387         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
388         root->add(*tpanel);
389         int y = main_panel->get_geometry().y;
390         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
391                 y -= (*i)->get_geometry().h;
392         tpanel->set_position(0, y-tpanel->get_geometry().h);
393         train_panels.push_back(tpanel);
394         tpanel->set_visible(true);
395
396         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
397         overlay->set_label(loco3d, train.get_name());
398         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
399
400         GL::Color best_color;
401         float best_d_sq = 0;
402         for(unsigned i=0; i<10; ++i)
403         {
404                 GL::Color color;
405                 color.r = rand()*1.0/RAND_MAX;
406                 color.g = rand()*1.0/RAND_MAX;
407                 color.b = rand()*1.0/RAND_MAX;
408                 color = color*(1/max(max(color.r, color.g), color.b));
409                 float min_d_sq = 3;
410                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
411                 {
412                         float dr = color.r-j->second.r;
413                         float dg = color.g-j->second.g;
414                         float db = color.b-j->second.b;
415                         float d_sq = dr*dr+dg*dg+db*db;
416                         if(d_sq<min_d_sq)
417                                 min_d_sq = d_sq;
418                 }
419                 if(min_d_sq>best_d_sq)
420                 {
421                         best_color = color;
422                         best_d_sq = min_d_sq;
423                 }
424         }
425         train_colors[&train] = best_color;
426 }
427
428 void Engineer::sighandler(int sig)
429 {
430         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
431         {
432                 signal(sig, SIG_DFL);
433                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
434                 const map<unsigned, Train *> &trains = layout.get_trains();
435                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
436                         i->second->set_speed(0);
437                 layout.get_driver().flush();
438                 raise(sig);
439         }
440         else if(sig==SIGTERM || sig==SIGINT)
441                 exit(0);
442 }