-/* $Id$
-
-This file is part of R²C²
-Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <limits>
#include <signal.h>
-#include <msp/core/except.h>
#include <msp/fs/stat.h>
#include <msp/fs/utils.h>
-#include <msp/gbase/display.h>
-#include <msp/gbase/window.h>
+#include <msp/graphics/display.h>
+#include <msp/graphics/window.h>
#include <msp/gl/blend.h>
#include <msp/gl/framebuffer.h>
#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
-#include <msp/gl/projection.h>
#include <msp/gl/tests.h>
-#include <msp/gl/transform.h>
+#include <msp/gltk/floatingarrangement.h>
#include <msp/io/print.h>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
#include <msp/time/units.h>
#include <msp/time/utils.h>
#include "libr2c2/driver.h"
+#include "libr2c2/trackcircuit.h"
#include "libr2c2/tracktype.h"
+#include "3d/allocation.h"
#include "3d/path.h"
#include "3d/track.h"
+#include "3d/trackcircuit.h"
#include "3d/vehicle.h"
#include "engineer.h"
-#include "mainpanel.h"
-#include "trainpanel.h"
-#include "trainproperties.h"
+#include "mainwindow.h"
+#include "newtraindialog.h"
+#include "traindialog.h"
#include "trainview.h"
using namespace std;
using namespace R2C2;
using namespace Msp;
-Application::RegApp<Engineer> Engineer::reg;
-
Engineer::Engineer(int argc, char **argv):
options(argc, argv),
window(options.screen_w, options.screen_h, options.fullscreen),
+ 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),
- pipeline(window.get_width(), window.get_height(), false),
- picking(false),
- picking_track(0),
- picking_entry(0),
- picking_path(0),
- pointer_x(0),
- pointer_y(0),
- pointer_moved(false)
+ main_view(layout_3d, window.get_width(), window.get_height()),
+ emergency_blink_state(0)
{
// Setup GUI
window.set_title("Railroad Engineer");
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
- DataFile::load(ui_res, "r2c2.res");
- root = new GLtk::Root(ui_res, window);
- root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
- root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
+ 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);
- main_panel = new MainPanel(*this);
- root->add(*main_panel);
- main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
- main_panel->set_visible(true);
+ main_wnd = new MainWindow(*this);
+ root->add(*main_wnd);
+ main_wnd->autosize();
+ main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
- overlay = new Overlay3D(window, camera, ui_res.get_default_font());
+ overlay = new Overlay3D(ui_res.get_default_font());
// Setup railroad control
DataFile::load(catalogue, "tracks.dat");
DataFile::load(catalogue, "locos.dat");
DataFile::load(catalogue, "wagons.dat");
+ DataFile::load(catalogue, "terrain.dat");
DataFile::load(layout, options.layout_fn);
+ if(layout.has_driver())
+ {
+ Driver &driver = layout.get_driver();
+ driver.signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
+ driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
+ }
layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
- layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
- layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
- layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
+ layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
+ const set<Block *> &blocks = layout.get_all<Block>();
+ for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
+ if(TrackCircuit *tc = (*i)->get_sensor())
+ new TrackCircuit3D(layout_3d, *tc);
+
+ 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_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();
- pipeline.set_camera(&camera);
- pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
+ GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
+ pass->set_depth_test(&GL::DepthTest::lequal());
pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
- light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
- light.set_diffuse(GL::Color(0.9));
- lighting.set_ambient(GL::Color(0.4));
- lighting.attach(0, light);
-
- GL::PipelinePass *pass = &pipeline.add_pass(0);
- pass->depth_test = &GL::DepthTest::lequal();
- pass->lighting = &lighting;
-
- pass = &pipeline.add_pass("unlit");
- pass->depth_test = &GL::DepthTest::lequal();
+ pass = &pipeline.add_pass("overlay");
+ pass->set_blend(&GL::Blend::alpha());
+ pipeline.add_renderable_for_pass(*overlay, "overlay");
view_all();
Engineer::~Engineer()
{
- const map<unsigned, Train *> &trains = layout.get_trains();
- for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
- layout.get_driver().set_loco_speed(i->first, 0);
- layout.get_driver().flush();
-
if(!options.simulate)
{
layout.save_dynamic(options.state_fn+".tmp");
FS::rename(options.state_fn+".tmp", options.state_fn);
}
+ layout.get_driver().halt(true);
+ layout.get_driver().flush();
+
delete overlay;
+ delete root_arrangement;
delete root;
delete server;
void Engineer::set_status(const string &text)
{
- main_panel->set_status_text(text);
+ main_wnd->set_status_text(text);
status_timeout = Time::now()+10*Time::sec;
}
-void Engineer::rearrange_panels()
-{
- int y = main_panel->get_geometry().y;
- for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
- {
- y -= (*i)->get_geometry().h;
- (*i)->set_position(0, y);
- }
-}
-
void Engineer::add_train_view(TrainView &tv)
{
train_views.push_back(&tv);
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();
{
window.get_display().tick();
+ for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
+ process_new_train(**i);
+ new_trains.clear();
+
layout.tick();
event_disp.tick(Time::zero);
for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
(*i)->prepare();
- if(status_timeout && Time::now()>status_timeout)
+ Time::TimeStamp t = Time::now();
+ if(status_timeout && t>status_timeout)
{
- main_panel->set_status_text(string());
+ main_wnd->set_status_text(string());
status_timeout = Time::TimeStamp();
}
-
- GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
-
- pipeline.render_all();
- {
- GL::Bind blend(GL::Blend::alpha());
- overlay->render(0);
- }
-
- if(pointer_moved)
+ if(!emergencies.empty() && t>emergency_blink_timeout)
{
- pointer_moved = false;
-
- if(picking)
- {
- Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
- if(track && &track->get_track()!=picking_track)
- {
- picking_track = &track->get_track();
- if(picking_entry>=0)
- picking_entry = 0;
-
- delete picking_path;
- picking_path = new Path3D(*track);
- if(picking_entry>=0)
- picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
- else
- picking_path->set_mask(picking_track->get_type().get_paths());
- picking_path->set_color(GL::Color(0));
- picking_path->set_layer(1);
- }
- }
+ emergency_blink_state = (emergency_blink_state+1)%2;
+ GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
+ for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
+ (*i)->set_color(color);
+ emergency_blink_timeout = t+0.5*Time::sec;
}
- if(picking && picking_track && picking_entry>=0)
- {
- GL::PushMatrix push_mat;
-
- float rot = picking_track->get_endpoint_direction(picking_entry);
- Point pos = picking_track->get_endpoint_position(picking_entry);
-
- GL::translate(pos.x, pos.y, pos.z+0.03);
- GL::rotate(rot*180/M_PI+180, 0, 0, 1);
-
- arrow_mesh.draw();
- }
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- const GLtk::Geometry &rgeom = root->get_geometry();
- GL::matrix_mode(GL::PROJECTION);
- GL::load_identity();
- GL::ortho_bottomleft(rgeom.w, rgeom.h);
- GL::matrix_mode(GL::MODELVIEW);
- GL::load_identity();
+ main_view.render();
- {
- GL::Bind blend(GL::Blend::alpha());
- root->render();
- GL::Texture::unbind();
- }
+ root->render();
window.swap_buffers();
}
-void Engineer::button_press(int x, int y, unsigned btn, unsigned)
+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();
- picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
- }
- }
- else
+ if(btn==1)
{
- Track3D *t3d = pick_track(x, window.get_height()-y-1);
- if(t3d)
+ Object *obj = pick_object(pointer);
+ if(Track *track = dynamic_cast<Track *>(obj))
{
- Track &track = t3d->get_track();
- if(track.get_turnout_id())
+ if(track->get_type().is_turnout())
{
- Block &block = track.get_block();
- if(block.get_train() && !block.get_train()->free_block(block))
+ Block &block = track->get_block();
+ if(block.get_train() && block.get_train()->is_block_critical(block))
set_status("Turnout is busy");
else
{
- unsigned paths = track.get_type().get_paths();
- unsigned i = track.get_active_path()+1;
+ unsigned paths = track->get_type().get_paths();
+ unsigned i = track->get_active_path()+1;
while(!(paths&(1<<i)))
{
if(!(paths>>i))
else
++i;
}
- track.set_active_path(i);
- set_status(format("Turnout %d", track.get_turnout_id()));
+ track->set_active_path(i);
+ 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))
+ {
+ TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
+ root->add(*dlg);
+ dlg->autosize();
+ }
}
}
-void Engineer::pointer_motion(int x, int y)
+void Engineer::axis_motion(unsigned axis, float value, float)
{
- pointer_x = x;
- pointer_y = y;
- pointer_moved = true;
+ if(axis==0)
+ pointer.x = value;
+ if(axis==1)
+ pointer.y = value;
}
void Engineer::view_all()
{
- const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
+ const Layout3D::ObjectMap &objects = layout_3d.get_all();
- float view_aspect = float(window.get_width()-200)/window.get_height();
- float view_height = tan(camera.get_field_of_view()/2)*2;
+ float view_aspect = float(window.get_width())/window.get_height();
+ float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;
- for(float angle=0; angle<M_PI; angle+=0.01)
+ for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
{
- float min_x = 0;
- float max_x = 0;
- float min_y = 0;
- float max_y = 0;
- for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- {
- Point minp, maxp;
- i->second->get_bounds(angle, minp, maxp);
- min_x = min(min_x, minp.x);
- max_x = max(max_x, maxp.x);
- min_y = min(min_y, minp.y);
- max_y = max(max_y, maxp.y);
- }
+ Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
+ BoundingBox bbox;
+ for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
+ bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
- float width = max_x-min_x;
- float height = max_y-min_y;
+ const Vector &minp = bbox.get_minimum_point();
+ const Vector &maxp = bbox.get_maximum_point();
+
+ float width = maxp.x-minp.x;
+ float height = maxp.y-minp.y;
float aspect = width/height;
float score = min(aspect/view_aspect, view_aspect/aspect);
float size = max(width/view_aspect, height);
float c = cos(angle);
float s = sin(angle);
- float x = (min_x+max_x)/2-size*105/window.get_height();
- float y = (min_y+max_y)/2;
+ float x = (minp.x+maxp.x)/2;
+ float y = (minp.y+maxp.y)/2;
float z = max(size*1.05/view_height, 0.15);
pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
}
}
+ GL::Camera &camera = main_view.get_camera();
camera.set_position(pos);
camera.set_up_direction(up);
camera.set_look_direction(GL::Vector3(0, 0, -1));
camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
}
-void Engineer::set_block_color(const Block &block, const GL::Color &color)
+Object *Engineer::pick_object(const Vector &p)
{
- const set<Track *> &tracks = block.get_tracks();
- for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- layout_3d.get_track(**i).get_path().set_color(color);
+ const GL::Vector3 &start = main_view.get_camera().get_position();
+ GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
+
+ // XXX Do this better; make this function a template?
+ if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
+ return veh;
+ return layout.pick<Track>(Ray(start, Vector(ray)));
}
-void Engineer::reset_block_color(const Block &block)
+void Engineer::emergency(Block *block, const string &msg)
{
- bool active = false;
- if(unsigned sid=block.get_sensor_id())
- active = layout.get_driver().get_sensor(sid);
+ set_status(msg);
+ TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
+ tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
+ tch3d->set_layer(2);
+ emergencies.push_back(tch3d);
+}
- if(block.get_train())
+void Engineer::halt_event(bool h)
+{
+ if(!h)
{
- GL::Color color;
- map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
- if(i!=train_colors.end())
- color = i->second;
-
- if(active)
- set_block_color(block, color*0.6);
- else
- set_block_color(block, color*0.5+0.5);
+ for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
+ delete *i;
+ emergencies.clear();
}
- else if(active)
- set_block_color(block, GL::Color(0.6));
- else
- set_block_color(block, GL::Color(1));
}
-void Engineer::sensor_event(unsigned addr, bool)
+void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
{
- const set<Block *> &blocks = layout.get_blocks();
- for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
- if((*i)->get_sensor_id()==addr)
- reset_block_color(**i);
+ 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::block_reserved(const Block &block, const Train *)
+void Engineer::import_finished(int)
{
- reset_block_color(block);
+ import_active = false;
}
-Track3D *Engineer::pick_track(int x, int y)
+void Engineer::process_new_train(Train &train)
{
- float view_height = tan(camera.get_field_of_view()/2)*2;
- float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
- float yy = (float(y)/window.get_height()-0.5)*view_height;
- float size = 4.0/window.get_height()*view_height;
-
- camera.apply();
-
- return layout_3d.pick_track(xx, yy, size);
+ 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)));
}
void Engineer::train_added(Train &train)
{
- TrainPanel *tpanel = new TrainPanel(*this, train);
- root->add(*tpanel);
- train_panels.push_back(tpanel);
- rearrange_panels();
-
- Vehicle3D &loco3d = layout_3d.get_vehicle(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)));
+ new_trains.push_back(&train);
GL::Color best_color;
float best_d_sq = 0;
for(unsigned i=0; i<10; ++i)
{
GL::Color color;
- color.r = rand()*1.0/RAND_MAX;
- color.g = rand()*1.0/RAND_MAX;
- color.b = rand()*1.0/RAND_MAX;
+ unsigned h = rand()%3;
+ color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
+ color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
+ color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
color = color*(1/max(max(color.r, color.g), color.b));
float min_d_sq = 3;
for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
}
}
train_colors[&train] = best_color;
+
+ Allocation3D *alloc = new Allocation3D(layout_3d, train);
+ alloc->set_color(best_color);
}
void Engineer::sighandler(int sig)
{
signal(sig, SIG_DFL);
IO::print(IO::cerr, "Fatal signal received, terminating\n");
- const map<unsigned, Train *> &trains = layout.get_trains();
- for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
- layout.get_driver().set_loco_speed(i->first, 0);
+ layout.get_driver().halt(true);
layout.get_driver().flush();
raise(sig);
}