#include <msp/gl/framebuffer.h>
#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
-#include <msp/gl/projection.h>
#include <msp/gl/tests.h>
#include <msp/io/print.h>
#include <msp/strings/format.h>
#include <msp/time/units.h>
#include <msp/time/utils.h>
#include "libr2c2/driver.h"
+#include "libr2c2/trackcircuit.h"
#include "libr2c2/tracktype.h"
#include "3d/path.h"
#include "3d/track.h"
#include "3d/vehicle.h"
#include "engineer.h"
-#include "mainpanel.h"
-#include "trainpanel.h"
-#include "trainproperties.h"
+#include "mainwindow.h"
+#include "traindialog.h"
#include "trainview.h"
using namespace std;
Engineer::Engineer(int argc, char **argv):
options(argc, argv),
window(options.screen_w, options.screen_h, options.fullscreen),
+ keyboard(window),
+ mouse(window),
+ ui_res("r2c2.res"),
layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
layout_3d(layout),
server(0),
picking_track(0),
picking_entry(0),
picking_path(0),
- pointer_x(0),
- pointer_y(0),
pointer_moved(false)
{
// Setup GUI
window.set_title("Railroad Engineer");
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
- DataFile::load(ui_res, "r2c2.res");
- root = new GLtk::Root(ui_res, window);
- root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
- root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
+ root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
root->set_visible(true);
- main_panel = new MainPanel(*this);
- root->add(*main_panel);
- main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
- main_panel->set_visible(true);
+ main_wnd = new MainWindow(*this);
+ root->add(*main_wnd);
+ main_wnd->autosize();
+ main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
overlay = new Overlay3D(ui_res.get_default_font());
layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
- layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
+ const set<Block *> &blocks = layout.get_all<Block>();
+ for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
+ (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
void Engineer::set_status(const string &text)
{
- main_panel->set_status_text(text);
+ main_wnd->set_status_text(text);
status_timeout = Time::now()+10*Time::sec;
}
-void Engineer::rearrange_panels()
-{
- int y = main_panel->get_geometry().y;
- for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
- {
- y -= (*i)->get_geometry().h;
- (*i)->set_position(0, y);
- }
-}
-
void Engineer::add_train_view(TrainView &tv)
{
train_views.push_back(&tv);
{
window.get_display().tick();
+ for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
+ process_new_train(**i);
+ new_trains.clear();
+
layout.tick();
event_disp.tick(Time::zero);
if(status_timeout && Time::now()>status_timeout)
{
- main_panel->set_status_text(string());
+ main_wnd->set_status_text(string());
status_timeout = Time::TimeStamp();
}
if(picking)
{
- Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
+ Track *track = dynamic_cast<Track *>(pick_object(pointer));
if(track && track!=picking_track)
{
picking_track = track;
if(picking && picking_track && picking_entry>=0)
{
+ camera.apply();
GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
- float rot = picking_track->get_endpoint_direction(picking_entry);
- Vector pos = picking_track->get_endpoint_position(picking_entry);
+ Snap sn = picking_track->get_snap_node(picking_entry);
- GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03);
- GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1);
+ GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
arrow_mesh.draw();
}
window.swap_buffers();
}
-void Engineer::button_press(int x, int y, unsigned btn, unsigned)
+void Engineer::button_press(unsigned btn)
{
if(picking)
{
}
else
{
- Track *track = pick_track(x, window.get_height()-y-1);
- if(track)
+ Object *obj = pick_object(pointer);
+ if(Track *track = dynamic_cast<Track *>(obj))
{
if(track->get_turnout_id())
{
Block &block = track->get_block();
- if(block.get_train() && !block.get_train()->free_block(block))
+ if(block.get_train() && block.get_train()->is_block_critical(block))
set_status("Turnout is busy");
else
{
set_status(format("Sensor %d", sid));
}
}
+ else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
+ {
+ TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
+ root->add(*dlg);
+ dlg->autosize();
+ }
}
}
-void Engineer::pointer_motion(int x, int y)
+void Engineer::axis_motion(unsigned axis, float value, float)
{
- pointer_x = x;
- pointer_y = y;
+ if(axis==0)
+ pointer.x = value;
+ if(axis==1)
+ pointer.y = value;
pointer_moved = true;
}
{
const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
- float view_aspect = float(window.get_width()-200)/window.get_height();
- float view_height = tan(camera.get_field_of_view()/2)*2;
+ float view_aspect = float(window.get_width())/window.get_height();
+ float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;
- for(float angle=0; angle<M_PI; angle+=0.01)
+ for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
{
- float min_x = 0;
- float max_x = 0;
- float min_y = 0;
- float max_y = 0;
+ Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
+ BoundingBox bbox;
for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- {
- Vector minp, maxp;
- i->second->get_bounds(angle, minp, maxp);
- min_x = min(min_x, minp.x);
- max_x = max(max_x, maxp.x);
- min_y = min(min_y, minp.y);
- max_y = max(max_y, maxp.y);
- }
+ bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
+
+ const Vector &minp = bbox.get_minimum_point();
+ const Vector &maxp = bbox.get_maximum_point();
- float width = max_x-min_x;
- float height = max_y-min_y;
+ float width = maxp.x-minp.x;
+ float height = maxp.y-minp.y;
float aspect = width/height;
float score = min(aspect/view_aspect, view_aspect/aspect);
float size = max(width/view_aspect, height);
float c = cos(angle);
float s = sin(angle);
- float x = (min_x+max_x)/2-size*105/window.get_height();
- float y = (min_y+max_y)/2;
+ float x = (minp.x+maxp.x)/2;
+ float y = (minp.y+maxp.y)/2;
float z = max(size*1.05/view_height, 0.15);
pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
void Engineer::reset_block_color(const Block &block)
{
- bool active = block.get_state()>Block::INACTIVE;
+ bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
if(block.get_train())
{
set_block_color(block, GL::Color(1));
}
-Track *Engineer::pick_track(int x, int y)
+Object *Engineer::pick_object(const Vector &p)
{
const GL::Vector3 &start = camera.get_position();
- float xx = x*2.0/window.get_width()-1.0;
- float yy = y*2.0/window.get_height()-1.0;
- GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
+ GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
- return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
+ // XXX Do this better; make this function a template?
+ if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
+ return veh;
+ return layout.pick<Track>(Ray(start, Vector(ray)));
}
-void Engineer::train_added(Train &train)
+void Engineer::process_new_train(Train &train)
{
- TrainPanel *tpanel = new TrainPanel(*this, train);
- root->add(*tpanel);
- train_panels.push_back(tpanel);
- rearrange_panels();
-
Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
overlay->set_label(loco3d, train.get_name());
train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
+}
+
+void Engineer::train_added(Train &train)
+{
+ new_trains.push_back(&train);
GL::Color best_color;
float best_d_sq = 0;
for(unsigned i=0; i<10; ++i)
{
GL::Color color;
- color.r = rand()*1.0/RAND_MAX;
- color.g = rand()*1.0/RAND_MAX;
- color.b = rand()*1.0/RAND_MAX;
+ unsigned h = rand()%3;
+ color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
+ color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
+ color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
color = color*(1/max(max(color.r, color.g), color.b));
float min_d_sq = 3;
for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)