-/* $Id$
-
-This file is part of R²C²
-Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <limits>
#include <signal.h>
-#include <msp/core/except.h>
#include <msp/fs/stat.h>
#include <msp/fs/utils.h>
-#include <msp/gbase/display.h>
-#include <msp/gbase/window.h>
+#include <msp/graphics/display.h>
+#include <msp/graphics/window.h>
#include <msp/gl/blend.h>
#include <msp/gl/framebuffer.h>
#include <msp/gl/matrix.h>
#include <msp/gl/tests.h>
#include <msp/gl/transform.h>
#include <msp/io/print.h>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
#include <msp/time/units.h>
#include <msp/time/utils.h>
#include "libr2c2/driver.h"
using namespace R2C2;
using namespace Msp;
-Application::RegApp<Engineer> Engineer::reg;
-
Engineer::Engineer(int argc, char **argv):
options(argc, argv),
window(options.screen_w, options.screen_h, options.fullscreen),
DataFile::load(layout, options.layout_fn);
layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
- layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
+ 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));
- layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
+
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
pipeline.set_camera(&camera);
pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
- pipeline.add_renderable_for_pass(*overlay, "unlit");
+ pipeline.add_renderable_for_pass(*overlay, "overlay");
light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
light.set_diffuse(GL::Color(0.9));
pass = &pipeline.add_pass("unlit");
pass->depth_test = &GL::DepthTest::lequal();
+ pass = &pipeline.add_pass("overlay");
+ pass->blend = &GL::Blend::alpha();
+
view_all();
// Catch various signals so we can stop the trains in case we get terminated
void Engineer::reset_block_color(const Block &block)
{
- bool active = false;
- if(unsigned sid=block.get_sensor_id())
- active = layout.get_driver().get_sensor(sid);
+ bool active = block.get_state()>Block::INACTIVE;
if(block.get_train())
{
set_block_color(block, GL::Color(1));
}
-void Engineer::sensor_event(unsigned addr, bool)
-{
- const set<Block *> &blocks = layout.get_blocks();
- for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
- if((*i)->get_sensor_id()==addr)
- reset_block_color(**i);
-}
-
-void Engineer::block_reserved(const Block &block, const Train *)
-{
- reset_block_color(block);
-}
-
Track *Engineer::pick_track(int x, int y)
{
const GL::Vector3 &start = camera.get_position();