#include "layout.h"
+#include "signal.h"
#include "track.h"
#include "vehicle.h"
layout.signal_track_removed.connect(sigc::mem_fun(this, &Layout3D::track_removed));
layout.signal_vehicle_added.connect(sigc::mem_fun(this, &Layout3D::vehicle_added));
layout.signal_vehicle_removed.connect(sigc::mem_fun(this, &Layout3D::vehicle_removed));
+ layout.signal_signal_added.connect(sigc::mem_fun(this, &Layout3D::signal_added));
+ layout.signal_signal_removed.connect(sigc::mem_fun(this, &Layout3D::signal_removed));
const set<Track *> <racks = layout.get_tracks();
for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
{
Vector tmin;
Vector tmax;
- i->second->get_bounds(0, tmin, tmax);
+ i->second->get_bounds(Angle::zero(), tmin, tmax);
minp.x = min(minp.x, tmin.x);
minp.y = min(minp.y, tmin.y);
maxp.x = max(maxp.x, tmax.x);
return *get_item(vehicles, &v);
}
+void Layout3D::add_signal(Signal3D &s)
+{
+ insert_unique(signals, &s.get_signal(), &s);
+}
+
+void Layout3D::remove_signal(Signal3D &s)
+{
+ signals.erase(&s.get_signal());
+}
+
+Signal3D &Layout3D::get_signal(Signal &s) const
+{
+ return *get_item(signals, &s);
+}
+
void Layout3D::track_added(Track &t)
{
new Track3D(*this, t);
delete i->second;
}
+void Layout3D::signal_added(Signal &s)
+{
+ new Signal3D(*this, s);
+}
+
+void Layout3D::signal_removed(Signal &s)
+{
+ SignalMap::iterator i = signals.find(&s);
+ if(i!=signals.end())
+ delete i->second;
+}
+
} // namespace R2C2