#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
#include <msp/gl/tests.h>
+#include <msp/gltk/floatingarrangement.h>
#include <msp/io/print.h>
#include <msp/strings/format.h>
#include <msp/time/units.h>
#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),
- main_view(layout_3d, window.get_width(), window.get_height()),
- picking(false),
- picking_track(0),
- picking_entry(0),
- picking_path(0),
- pointer_moved(false)
+ main_view(layout_3d, window.get_width(), window.get_height())
{
// Setup GUI
window.set_title("Railroad Engineer");
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
+ GLtk::Layout *root_layout = new GLtk::Layout;
+ root->set_layout(root_layout);
+ root_layout->set_margin(GLtk::Sides());
+ root_arrangement = new GLtk::FloatingArrangement(*root_layout);
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);
DataFile::load(catalogue, "wagons.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>();
const set<Track *> &tracks = layout.get_all<Track>();
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
if((*i)->get_type().is_turnout())
- new Path3D(layout_3d.get<Track3D>(**i));
+ new Path3D(layout_3d.get_3d(**i));
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
}
// Setup 3D view
- DataFile::load(arrow_mesh, "arrow.mesh");
-
GL::Pipeline &pipeline = main_view.get_pipeline();
GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
}
delete overlay;
+ delete root_arrangement;
delete root;
delete server;
train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
}
-void Engineer::pick(bool with_ep)
-{
- picking = true;
- picking_track = 0;
- picking_entry = (with_ep ? 0 : -1);
-}
-
int Engineer::main()
{
window.show();
main_view.render();
- if(pointer_moved)
- {
- pointer_moved = false;
-
- if(picking)
- {
- Track *track = dynamic_cast<Track *>(pick_object(pointer));
- if(track && track!=picking_track)
- {
- picking_track = track;
- if(picking_entry>=0)
- picking_entry = 0;
-
- delete picking_path;
- picking_path = new Path3D(layout_3d.get<Track3D>(*track));
- picking_path->set_color(GL::Color(0));
- picking_path->set_layer(2);
- }
- }
- }
-
- if(picking && picking_track && picking_entry>=0)
- {
- main_view.get_camera().apply();
- GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
-
- Snap sn = picking_track->get_snap_node(picking_entry);
-
- 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();
- }
-
root->render();
window.swap_buffers();
void Engineer::button_press(unsigned btn)
{
- if(picking)
- {
- if(btn==1 && picking_track)
- {
- picking = false;
- delete picking_path;
- picking_path = 0;
- signal_pick_done.emit(picking_track, picking_entry);
- }
- else if(btn==3 && picking_entry>=0)
- {
- picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
- }
- }
- else
+ if(btn==1)
{
Object *obj = pick_object(pointer);
if(Track *track = dynamic_cast<Track *>(obj))
{
- if(track->get_turnout_id())
+ if(track->get_turnout_address())
{
Block &block = track->get_block();
if(block.get_train() && block.get_train()->is_block_critical(block))
++i;
}
track->set_active_path(i);
- set_status(format("Turnout %d", track->get_turnout_id()));
+ set_status(format("Turnout %d", track->get_turnout_address()));
}
}
- if(unsigned sid = track->get_sensor_id())
+ if(unsigned saddr = track->get_sensor_address())
{
if(options.simulate)
- layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
- set_status(format("Sensor %d", sid));
+ layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
+ set_status(format("Sensor %d", saddr));
}
}
else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
pointer.x = value;
if(axis==1)
pointer.y = value;
- pointer_moved = true;
}
void Engineer::view_all()
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<Vehicle3D>(train.get_vehicle(0));
+ Vehicle3D &loco3d = layout_3d.get_3d(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)));
}