cat_view->view_all(true);
main_view->view_all();
- 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);
+ const set<Track *> &tracks = layout->get_all<Track>();
+ for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ update_track_icon(layout_3d->get<Track3D>(**i));
}
Designer::~Designer()
selection.clear();
for(set<Track *>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
- overlay->clear(layout_3d->get_track(**i));
+ overlay->clear(layout_3d->get<Track3D>(**i));
delete *i;
}
}
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);
+ layout_3d->get<Track3D>(**i).get_path().set_mask(0);
new_tracks.clear();
render();
if(*j!=*i)
(*i)->snap_to(**j, true);
- update_track_icon(layout_3d->get_track(**i));
+ update_track_icon(layout_3d->get<Track3D>(**i));
}
}
else if(key==Msp::Input::KEY_F)
view->render();
root.render();
- // XXX Should fix GLtk so this would not be needed
- glColor3f(1.0, 1.0, 1.0);
}
void Designer::object_added(Object &obj)
{
const set<Track *> &tracks = selection.get_objects<Track>();
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- update_track_icon(layout_3d->get_track(**i));
+ update_track_icon(layout_3d->get<Track3D>(**i));
}
void Designer::route_name_accept(const string &text)
const set<Track *> <racks = layout->get_all<Track>();
for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
{
- Track3D &t3d = layout_3d->get_track(**i);
+ Track3D &t3d = layout_3d->get<Track3D>(**i);
t3d.get_path().set_mask(0);
}
}
const set<Track *> &rtracks = route.get_tracks();
for(set<Track *>::iterator i=rtracks.begin(); i!=rtracks.end(); ++i)
{
- Track3D &t3d = layout_3d->get_track(**i);
+ Track3D &t3d = layout_3d->get<Track3D>(**i);
t3d.get_path().set_color(GL::Color(0.5, 0.8, 1.0));
int path = -1;
if(unsigned tid = (*i)->get_turnout_id())
const Zone::TrackSet &ztracks = zone.get_tracks();
for(Zone::TrackSet::const_iterator i=ztracks.begin(); i!=ztracks.end(); ++i)
{
- Track3D &t3d = layout_3d->get_track(**i);
+ Track3D &t3d = layout_3d->get<Track3D>(**i);
t3d.get_path().set_color(GL::Color(0.8, 1.0, 0.5));
t3d.get_path().set_mask((*i)->get_type().get_paths());
}