#include "3d/vehicle.h"
#include "engineer.h"
#include "mainwindow.h"
+#include "newtraindialog.h"
#include "traindialog.h"
#include "trainview.h"
keyboard(window),
mouse(window),
ui_res("r2c2.res"),
+ import_active(false),
layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
layout_3d(layout),
server(0),
DataFile::load(catalogue, "tracks.dat");
DataFile::load(catalogue, "locos.dat");
DataFile::load(catalogue, "wagons.dat");
+ DataFile::load(catalogue, "terrain.dat");
DataFile::load(layout, options.layout_fn);
+ if(layout.has_driver())
+ layout.get_driver().signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
const set<Block *> &blocks = layout.get_all<Block>();
return layout.pick<Track>(Ray(start, Vector(ray)));
}
+void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
+{
+ if(!import_active)
+ {
+ NewTrainDialog *dlg = new NewTrainDialog(*this);
+ dlg->prefill(loco);
+ dlg->signal_response.connect(sigc::mem_fun(this, &Engineer::import_finished));
+ root->add(*dlg);
+ import_active = true;
+ }
+}
+
+void Engineer::import_finished(int)
+{
+ import_active = false;
+}
+
void Engineer::process_new_train(Train &train)
{
Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));