#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
#include <msp/gl/tests.h>
+#include <msp/gltk/floatingarrangement.h>
#include <msp/io/print.h>
#include <msp/strings/format.h>
#include <msp/time/units.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 "mainwindow.h"
+#include "newtraindialog.h"
#include "traindialog.h"
#include "trainview.h"
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_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));
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);
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::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
- layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
+ 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)
- (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**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");
-
- pipeline.set_camera(&camera);
- pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
- pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
- pipeline.add_renderable_for_pass(*overlay, "overlay");
-
- 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::Pipeline &pipeline = main_view.get_pipeline();
- GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
- pass->set_depth_test(&GL::DepthTest::lequal());
- pass->set_lighting(&lighting);
-
- pass = &pipeline.add_pass("unlit");
+ 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");
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;
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();
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_wnd->set_status_text(string());
status_timeout = Time::TimeStamp();
}
-
- GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
-
- pipeline.render();
-
- if(pointer_moved)
+ if(!emergencies.empty() && t>emergency_blink_timeout)
{
- pointer_moved = false;
-
- if(picking)
- {
- Track *track = dynamic_cast<Track *>(pick_object(pointer));
- if(track && track!=picking_track)
- {
- picking_track = track;
- if(picking_entry>=0)
- picking_entry = 0;
-
- delete picking_path;
- picking_path = new Path3D(layout_3d.get_track(*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)
- {
- camera.apply();
- GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
-
- Snap sn = picking_track->get_snap_node(picking_entry);
-
- GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
- GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- arrow_mesh.draw();
- }
+ main_view.render();
root->render();
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)
{
Object *obj = pick_object(pointer);
if(Track *track = dynamic_cast<Track *>(obj))
{
- if(track->get_turnout_id())
+ if(track->get_type().is_turnout())
{
Block &block = track->get_block();
if(block.get_train() && block.get_train()->is_block_critical(block))
++i;
}
track->set_active_path(i);
- set_status(format("Turnout %d", track->get_turnout_id()));
+ 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))
pointer.x = value;
if(axis==1)
pointer.y = value;
- pointer_moved = true;
}
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())/window.get_height();
- float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
+ 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;
{
Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
BoundingBox bbox;
- for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
+ for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
+ bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
const Vector &minp = bbox.get_minimum_point();
const Vector &maxp = bbox.get_maximum_point();
}
}
+ 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 = block.get_sensor().get_state()>Sensor::INACTIVE;
+ 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));
}
-Object *Engineer::pick_object(const Vector &p)
+void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
{
- const GL::Vector3 &start = camera.get_position();
- GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
+ 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;
+ }
+}
- // 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::import_finished(int)
+{
+ import_active = false;
}
void Engineer::process_new_train(Train &train)
{
- Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
+ 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)));
}
}
}
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);
}