Distributed under the GPL
*/
+#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <limits>
#include "libmarklin/driver.h"
#include "libmarklin/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 "trainview.h"
using namespace std;
using namespace Marklin;
picking(false),
picking_track(0),
picking_entry(0),
- picking_path(0)
+ picking_path(0),
+ pointer_x(0),
+ pointer_y(0),
+ pointer_moved(false)
{
// Setup GUI
window.set_title("Railroad Engineer");
// Setup railroad control
DataFile::load(catalogue, "tracks.dat");
DataFile::load(catalogue, "locos.dat");
+ DataFile::load(catalogue, "wagons.dat");
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));
- if(FS::exists("engineer.state"))
- DataFile::load(layout, "engineer.state");
+ 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(options.state_fn))
+ DataFile::load(layout, options.state_fn);
if(options.network)
{
server->use_event_dispatcher(event_disp);
}
- layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
-
// Setup 3D view
DataFile::load(arrow_mesh, "arrow.mesh");
pipeline.set_camera(&camera);
- pipeline.add_renderable(layout_3d.get_scene());
+ pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
+ pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
- light.set_position(0, -0.259, 0.966, 0);
+ 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::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();
view_all();
{
const map<unsigned, Train *> &trains = layout.get_trains();
for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
- i->second->set_speed(0);
+ layout.get_driver().set_loco_speed(i->first, 0);
layout.get_driver().flush();
if(!options.simulate)
- layout.save_trains("engineer.state");
+ layout.save_trains(options.state_fn);
delete overlay;
delete root;
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);
+}
+
+void Engineer::remove_train_view(TrainView &tv)
+{
+ train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
+}
+
void Engineer::pick(bool with_ep)
{
picking = true;
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)
{
main_panel->set_status_text(string());
status_timeout = Time::TimeStamp();
}
- GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
pipeline.render_all();
- {
- GL::Bind depth(GL::DepthTest::lequal());
- layout_3d.get_path_scene().render();
- }
{
GL::Bind blend(GL::Blend::alpha());
overlay->render(0);
}
+ if(pointer_moved)
+ {
+ 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_endpoints()[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);
+ }
+ }
+ }
+
if(picking && picking_track && picking_entry>=0)
{
GL::PushMatrix push_mat;
Track &track = t3d->get_track();
if(track.get_turnout_id())
{
- Block &block = layout.get_block_by_track(track);
+ Block &block = track.get_block();
if(block.get_train() && !block.get_train()->free_block(block))
set_status("Turnout is busy");
else
++i;
}
track.set_active_path(i);
+ set_status(format("Turnout %d", track.get_turnout_id()));
}
}
- /*else if(simulate)
+ if(unsigned sid = track.get_sensor_id())
{
- if(unsigned sid=track->get_track().get_sensor_id())
- {
- Sensor &sensor = control.get_sensor(sid);
- control.signal_sensor_event.emit(sid, !sensor.get_state());
- }
- }*/
+ if(options.simulate)
+ layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
+ set_status(format("Sensor %d", sid));
+ }
}
}
}
void Engineer::pointer_motion(int x, int y)
{
- if(picking)
- {
- Track3D *track = pick_track(x, window.get_height()-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_endpoints()[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);
- }
- }
+ pointer_x = x;
+ pointer_y = y;
+ 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 max_x = 0;
float min_y = 0;
float max_y = 0;
- for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
Point minp, maxp;
- (*i)->get_bounds(angle, 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);
camera.set_position(pos);
camera.set_up_direction(up);
camera.set_look_direction(GL::Vector3(0, 0, -1));
+ camera.set_aspect(float(window.get_width())/window.get_height());
camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
}
{
TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
root->add(*tpanel);
- 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;
- tpanel->set_position(0, y-tpanel->get_geometry().h);
train_panels.push_back(tpanel);
- tpanel->set_visible(true);
+ rearrange_panels();
- Train3D &t3d = layout_3d.get_train(train);
- overlay->set_label(t3d, train.get_name());
- train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(t3d)));
+ 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)));
GL::Color best_color;
float best_d_sq = 0;
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)
- i->second->set_speed(0);
+ layout.get_driver().set_loco_speed(i->first, 0);
layout.get_driver().flush();
raise(sig);
}