]> git.tdb.fi Git - r2c2.git/blobdiff - source/engineer/engineer.cpp
Complete rewrite of the engineer UI
[r2c2.git] / source / engineer / engineer.cpp
index 5cf22ba0f2f9c8390f557a26fb000bd1f5a6c23d..61dd49a1c72d86136baa9fd462e05b2458b398e5 100644 (file)
@@ -1,50 +1,42 @@
-/* $Id$
-
-This file is part of the MSP Märklin suite
-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/gbase/display.h>
-#include <msp/gbase/window.h>
+#include <msp/fs/utils.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/io/print.h>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
 #include <msp/time/units.h>
 #include <msp/time/utils.h>
-#include "libmarklin/driver.h"
-#include "libmarklin/tracktype.h"
+#include "libr2c2/driver.h"
+#include "libr2c2/trackcircuit.h"
+#include "libr2c2/tracktype.h"
 #include "3d/path.h"
 #include "3d/track.h"
 #include "3d/vehicle.h"
 #include "engineer.h"
-#include "mainpanel.h"
-#include "trainpanel.h"
-#include "trainproperties.h"
+#include "mainwindow.h"
+#include "traindialog.h"
 #include "trainview.h"
 
 using namespace std;
-using namespace Marklin;
+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"),
        layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
        layout_3d(layout),
        server(0),
@@ -53,26 +45,23 @@ Engineer::Engineer(int argc, char **argv):
        picking_track(0),
        picking_entry(0),
        picking_path(0),
-       pointer_x(0),
-       pointer_y(0),
        pointer_moved(false)
 {
        // Setup GUI
        window.set_title("Railroad Engineer");
        window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
 
-       DataFile::load(ui_res, "marklin.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);
+       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, ui_res);
-       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");
@@ -81,11 +70,14 @@ Engineer::Engineer(int argc, char **argv):
        DataFile::load(layout, options.layout_fn);
 
        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_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.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
-       if(FS::exists("engineer.state"))
-               DataFile::load(layout, "engineer.state");
+       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(FS::exists(options.state_fn))
+               DataFile::load(layout, options.state_fn);
 
        if(options.network)
        {
@@ -99,18 +91,22 @@ Engineer::Engineer(int argc, char **argv):
        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::PipelinePass *pass = &pipeline.add_pass(0);
-       pass->depth_test = &GL::DepthTest::lequal();
-       pass->lighting = &lighting;
+       GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
+       pass->set_depth_test(&GL::DepthTest::lequal());
+       pass->set_lighting(&lighting);
 
        pass = &pipeline.add_pass("unlit");
-       pass->depth_test = &GL::DepthTest::lequal();
+       pass->set_depth_test(&GL::DepthTest::lequal());
+
+       pass = &pipeline.add_pass("overlay");
+       pass->set_blend(&GL::Blend::alpha());
 
        view_all();
 
@@ -131,7 +127,10 @@ Engineer::~Engineer()
        layout.get_driver().flush();
 
        if(!options.simulate)
-               layout.save_trains("engineer.state");
+       {
+               layout.save_dynamic(options.state_fn+".tmp");
+               FS::rename(options.state_fn+".tmp", options.state_fn);
+       }
 
        delete overlay;
        delete root;
@@ -141,20 +140,10 @@ Engineer::~Engineer()
 
 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);
@@ -183,6 +172,10 @@ void Engineer::tick()
 {
        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);
 
@@ -191,17 +184,13 @@ void Engineer::tick()
 
        if(status_timeout && Time::now()>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);
-       }
+       pipeline.render();
 
        if(pointer_moved)
        {
@@ -209,17 +198,17 @@ void Engineer::tick()
 
                if(picking)
                {
-                       Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
-                       if(track && &track->get_track()!=picking_track)
+                       Track *track = dynamic_cast<Track *>(pick_object(pointer));
+                       if(track && track!=picking_track)
                        {
-                               picking_track = &track->get_track();
+                               picking_track = track;
                                if(picking_entry>=0)
                                        picking_entry = 0;
 
                                delete picking_path;
-                               picking_path = new Path3D(*track);
+                               picking_path = new Path3D(layout_3d.get_track(*track));
                                if(picking_entry>=0)
-                                       picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
+                                       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));
@@ -230,34 +219,23 @@ void Engineer::tick()
 
        if(picking && picking_track && picking_entry>=0)
        {
-               GL::PushMatrix push_mat;
+               camera.apply();
+               GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
 
-               float rot = picking_track->get_endpoint_direction(picking_entry);
-               Point pos = picking_track->get_endpoint_position(picking_entry);
+               Snap sn = picking_track->get_snap_node(picking_entry);
 
-               GL::translate(pos.x, pos.y, pos.z+0.03);
-               GL::rotate(rot*180/M_PI+180, 0, 0, 1);
+               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);
 
                arrow_mesh.draw();
        }
 
-       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();
-
-       {
-               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)
        {
@@ -271,24 +249,23 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
                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_endpoints()[picking_entry].paths);
+                       picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
                }
        }
        else
        {
-               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_turnout_id())
                        {
-                               Block &block = layout.get_block_by_track(track);
-                               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))
@@ -296,54 +273,56 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
                                                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_id()));
                                }
                        }
-                       if(unsigned sid = track.get_sensor_id())
+                       if(unsigned sid = track->get_sensor_id())
                        {
                                if(options.simulate)
                                        layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
                                set_status(format("Sensor %d", sid));
                        }
                }
+               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;
+       if(axis==0)
+               pointer.x = value;
+       if(axis==1)
+               pointer.y = value;
        pointer_moved = true;
 }
 
 void Engineer::view_all()
 {
-       const list<Track3D *> &tracks = layout_3d.get_tracks();
+       const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
 
-       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(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(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               {
-                       Point minp, maxp;
-                       (*i)->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::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+                       bbox = bbox|trans.transform(i->second->get_track().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);
 
@@ -354,8 +333,8 @@ void Engineer::view_all()
                        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);
@@ -379,9 +358,7 @@ void Engineer::set_block_color(const Block &block, const GL::Color &color)
 
 void Engineer::reset_block_color(const Block &block)
 {
-       bool active = false;
-       if(unsigned sid=block.get_sensor_id())
-               active = layout.get_driver().get_sensor(sid);
+       bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
 
        if(block.get_train())
        {
@@ -401,50 +378,37 @@ void Engineer::reset_block_color(const Block &block)
                set_block_color(block, GL::Color(1));
 }
 
-void Engineer::sensor_event(unsigned addr, bool)
+Object *Engineer::pick_object(const Vector &p)
 {
-       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);
-}
+       const GL::Vector3 &start = camera.get_position();
+       GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
 
-void Engineer::block_reserved(const Block &block, const Train *)
-{
-       reset_block_color(block);
+       // 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)));
 }
 
-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_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)));
 }
 
 void Engineer::train_added(Train &train)
 {
-       TrainPanel *tpanel = new TrainPanel(*this, ui_res, 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)