#include <msp/gl/program.h>
#include <msp/gl/technique.h>
#include "catalogue.h"
+#include "signaltype.h"
#include "tracktype.h"
#include "vehicletype.h"
catalogue(c),
endpoint_mesh((GL::NORMAL3, GL::VERTEX3))
{
- add_creator<GL::Material>(&Catalogue3D::create<GL::Material>);
- add_creator<GL::Mesh>(&Catalogue3D::create<GL::Mesh>);
- add_creator<GL::Object>(&Catalogue3D::create2<GL::Object>);
- add_creator<GL::Program>(&Catalogue3D::create<GL::Program>);
- add_creator<GL::Technique>(&Catalogue3D::create2<GL::Technique>);
+ add_type<GL::Material>().creator(&Catalogue3D::create<GL::Material>);
+ add_type<GL::Mesh>().creator(&Catalogue3D::create<GL::Mesh>);
+ add_type<GL::Object>().creator(&Catalogue3D::create<GL::Object>);
+ add_type<GL::Program>().creator(&Catalogue3D::create<GL::Program>);
+ add_type<GL::Technique>().creator(&Catalogue3D::create<GL::Technique>);
catalogue.signal_track_added.connect(sigc::mem_fun(this, &Catalogue3D::track_added));
catalogue.signal_vehicle_added.connect(sigc::mem_fun(this, &Catalogue3D::vehicle_added));
+ catalogue.signal_signal_added.connect(sigc::mem_fun(this, &Catalogue3D::signal_added));
const Catalogue::TrackMap &trks = catalogue.get_tracks();
for(Catalogue::TrackMap::const_iterator i=trks.begin(); i!=trks.end(); ++i)
track_added(*i->second);
+ const Catalogue::SignalMap &sigs = catalogue.get_signals();
+ for(Catalogue::SignalMap::const_iterator i=sigs.begin(); i!=sigs.end(); ++i)
+ signal_added(*i->second);
build_endpoint_mesh();
}
delete i->second;
for(map<const VehicleType *, VehicleType3D *>::iterator i=vehicles.begin(); i!=vehicles.end(); ++i)
delete i->second;
+ for(map<const SignalType *, SignalType3D *>::iterator i=signals.begin(); i!=signals.end(); ++i)
+ delete i->second;
}
const TrackType3D &Catalogue3D::get_track(const TrackType &tt) const
return *get_item(vehicles, &vt);
}
+const SignalType3D &Catalogue3D::get_signal(const SignalType &vt) const
+{
+ return *get_item(signals, &vt);
+}
+
void Catalogue3D::track_added(const TrackType &track)
{
tracks[&track] = new TrackType3D(*this, track);
vehicles[&veh] = new VehicleType3D(*this, veh);
}
+void Catalogue3D::signal_added(const SignalType &sig)
+{
+ signals[&sig] = new SignalType3D(*this, sig);
+}
+
void Catalogue3D::build_endpoint_mesh()
{
const Profile &ballast_profile = catalogue.get_ballast_profile();