#include <msp/gl/texture.h>
#include <msp/datafile/parser.h>
#include "layout.h"
+#include "track.h"
+#include "vehicle.h"
using namespace std;
using namespace Msp;
{
layout.signal_track_added.connect(sigc::mem_fun(this, &Layout3D::track_added));
layout.signal_track_removed.connect(sigc::mem_fun(this, &Layout3D::track_removed));
+ layout.signal_vehicle_added.connect(sigc::mem_fun(this, &Layout3D::vehicle_added));
const set<Track *> <racks = layout.get_tracks();
for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
{
while(!tracks.empty())
delete tracks.front();
+ while(!vehicles.empty())
+ delete vehicles.front();
}
void Layout3D::add_track(Track3D &t)
Track3D *track = 0;
unsigned track_depth = numeric_limits<unsigned>::max();
for(vector<GL::SelectRecord>::iterator i=select_buf.begin(); i!=select_buf.end(); ++i)
- if(i->min_depth<track_depth)
+ if(i->min_depth<track_depth && !i->names.empty())
{
track = reinterpret_cast<Track3D *>(i->names.back());
track_depth = i->min_depth;
return track;
}
+void Layout3D::add_vehicle(Vehicle3D &v)
+{
+ vehicles.push_back(&v);
+}
+
+void Layout3D::remove_vehicle(Vehicle3D &v)
+{
+ list<Vehicle3D *>::iterator i = find(vehicles.begin(), vehicles.end(), &v);
+ if(i!=vehicles.end())
+ vehicles.erase(i);
+}
+
+Vehicle3D &Layout3D::get_vehicle(const Vehicle &v) const
+{
+ for(list<Vehicle3D *>::const_iterator i=vehicles.begin(); i!=vehicles.end(); ++i)
+ if(&(*i)->get_vehicle()==&v)
+ return **i;
+
+ throw KeyError("Unknown vehicle");
+}
+
void Layout3D::track_added(Track &t)
{
new Track3D(*this, t);
}
}
+void Layout3D::vehicle_added(Vehicle &v)
+{
+ new Vehicle3D(*this, v);
+}
+
} // namespace Marklin