*/
#include <signal.h>
+#include <algorithm>
#include <cmath>
#include <GL/gl.h>
#include <msp/gl/blend.h>
mode(SELECT),
manipulator(*this, selection),
measure(*this),
- camera_ctl(window, camera)
+ track_wrap(*this, selection)
{
window.set_title("Railway Designer");
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Designer::exit), 0));
+ selection.signal_changed.connect(sigc::mem_fun(this, &Designer::selection_changed));
manipulator.signal_status.connect(sigc::mem_fun(this, &Designer::manipulation_status));
manipulator.signal_done.connect(sigc::mem_fun(this, &Designer::manipulation_done));
measure.signal_changed.connect(sigc::mem_fun(this, &Designer::measure_changed));
layout = new Layout(catalogue);
layout_3d = new Layout3D(*layout);
+ layout->signal_track_added.connect(sigc::mem_fun(this, &Designer::track_added));
+ layout->signal_track_removed.connect(sigc::mem_fun(this, &Designer::track_removed));
+
if(argc>1)
{
filename = argv[1];
pipeline->set_camera(&camera);
pipeline->add_renderable_for_pass(layout_3d->get_scene(), 0);
if(base_object)
- pipeline->add_renderable_for_pass(*base_object, 0);
+ pipeline->add_renderable(*base_object);
+ pipeline->add_renderable_for_pass(track_wrap, "unlit");
pipeline->add_renderable_for_pass(layout_3d->get_path_scene(), "unlit");
pipeline->add_renderable_for_pass(layout_3d->get_endpoint_scene(), "unlit");
pass->depth_test = &GL::DepthTest::lequal();
pass->blend = &GL::Blend::alpha();
+ pass = &pipeline->add_pass("blended");
+ pass->lighting = &lighting;
+ pass->depth_test = &GL::DepthTest::lequal();
+ pass->blend = &GL::Blend::alpha();
+
camera.set_up_direction(GL::Vector3(0, 0, 1));
- view_all();
+ camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
// Setup UI
DataFile::load(ui_res, "marklin.res");
overlay = new Overlay3D(window, camera, ui_res.get_default_font());
- const list<Track3D *> &tracks = layout_3d->get_tracks();
- for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- update_track_icon(**i);
+ camera_ctl = new CameraController(*this, *root, camera);
+ camera_ctl->view_all();
- edit_route(0);
+ const Layout3D::TrackMap &tracks = layout_3d->get_tracks();
+ for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ update_track_icon(*i->second);
}
Designer::~Designer()
{
+ delete camera_ctl;
delete overlay;
delete root;
delete pipeline;
}
catch(const Exception &e)
{
- IO::print("%s\n", e.what());
+ lbl_status->set_text(e.what());
}
show_route(cur_route);
window.get_display().tick();
root->tick();
- camera_ctl.tick(dt);
+ camera_ctl->tick(dt);
+
+ for(list<Track *>::iterator i=new_tracks.begin(); i!=new_tracks.end(); ++i)
+ layout_3d->get_track(**i).get_path().set_mask(0);
+ new_tracks.clear();
render();
key = Input::key_from_sys(key);
mod = Input::mod_from_sys(mod);
- if(key==Msp::Input::KEY_N)
+ if(key==Msp::Input::KEY_N && (mod&Input::MOD_SHIFT))
+ {
+ manipulator.start_extend();
+ mode = MANIPULATE;
+ }
+ else if(key==Msp::Input::KEY_N)
new_track();
else if(key==Msp::Input::KEY_G)
{
else if(key==Msp::Input::KEY_PLUS)
selection.select_more();
else if(key==Msp::Input::KEY_L && (mod&Input::MOD_SHIFT))
- {
- const set<Track *> &tracks = layout->get_tracks();
- float len = 0;
- for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- len += (*i)->get_type().get_total_length();
- IO::print("Total length: %.1fm\n", len);
- }
+ selection.select_blocks();
else if(key==Msp::Input::KEY_L)
selection.select_linked();
else if(key==Msp::Input::KEY_M)
set_sensor_id();
else if(key==Msp::Input::KEY_A)
add_selection_to_route();
+ else if(key==Msp::Input::KEY_C)
+ manipulator.connect();
}
void Designer::button_press(int x, int y, unsigned btn, unsigned mod)
}
GL::Bind bind_depth(GL::DepthTest::lequal());
- manipulator.render();
if(mode==MEASURE)
measure.render();
}
GL::Texture::unbind();
}
+void Designer::track_added(Track &trk)
+{
+ new_tracks.push_back(&trk);
+}
+
+void Designer::track_removed(Track &trk)
+{
+ list<Track *>::iterator i = find(new_tracks.begin(), new_tracks.end(), &trk);
+ if(i!=new_tracks.end())
+ new_tracks.erase(i);
+}
+
Track3D *Designer::pick_track(int x, int y)
{
Layout3D *l = layout_3d;
}
}
+void Designer::selection_changed()
+{
+ const set<Track *> &tracks = selection.get_tracks();
+ if(tracks.empty())
+ lbl_status->set_text(string());
+ else
+ {
+ float len = 0;
+ for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ len += (*i)->get_type().get_total_length();
+ lbl_status->set_text(format("%.2fm of track selected\n", len));
+ }
+}
+
void Designer::manipulation_status(const string &status)
{
lbl_status->set_text(status);
void Designer::manipulation_done(bool)
{
- lbl_status->set_text(string());
mode = SELECT;
+ selection_changed();
}
void Designer::measure_changed()
void Designer::measure_done()
{
- lbl_status->set_text(string());
mode = SELECT;
+ selection_changed();
}
void Designer::turnout_id_accept(const string &text)
cur_route->set_name(text);
}
-void Designer::view_all()
-{
- Point minp;
- Point maxp;
-
- const list<Track3D *> &tracks = layout_3d->get_tracks();
- for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- {
- Point tmin;
- Point tmax;
- (*i)->get_bounds(0, tmin, tmax);
- minp.x = min(minp.x, tmin.x);
- minp.y = min(minp.y, tmin.y);
- maxp.x = max(maxp.x, tmax.x);
- maxp.y = max(maxp.y, tmax.y);
- }
-
- float t = tan(camera.get_field_of_view()/2)*2;
- float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
- float cam_dist = size/t+size*0.25;
- Point center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2);
- camera.set_position(GL::Vector3(center.x, center.y-cam_dist*0.5, cam_dist*0.866));
- camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
-}
-
string Designer::tooltip(int x, int y)
{
if(Track3D *t3d = pick_track(x, y))
for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
{
Track3D &t3d = layout_3d->get_track(**i);
- if(route && route->get_tracks().count(*i))
+ if(route && route->has_track(**i))
{
t3d.get_path().set_color(GL::Color(0.5, 0.8, 1.0));
if((*i)->get_type().is_turnout())