#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 <msp/time/utils.h>
#include "libr2c2/driver.h"
#include "libr2c2/trackcircuit.h"
#include "libr2c2/tracktype.h"
+#include "libr2c2/zone.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"
using namespace std;
using namespace R2C2;
window(options.screen_w, options.screen_h, options.fullscreen),
keyboard(window),
mouse(window),
- ui_res("data/r2c2.res"),
- import_active(false),
layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
layout_3d(layout),
server(0),
main_view(layout_3d, window.get_width(), window.get_height()),
+ ui(*this, window, keyboard, mouse),
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);
- 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(ui_res.get_default_font());
+ overlay = new Overlay3D(ui.get_resources().get_default_font());
// Setup railroad control
catalogue.add_source("data/Märklin/H0");
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.get_driver().flush();
delete overlay;
- delete root_arrangement;
- delete root;
delete server;
}
-void Engineer::set_status(const string &text)
-{
- main_wnd->set_status_text(text);
- status_timeout = Time::now()+10*Time::sec;
-}
-
-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());
-}
-
int Engineer::main()
{
window.show();
process_new_train(**i);
new_trains.clear();
- layout.tick();
+ layout.tick(options.sim_speed);
layout_3d.tick();
event_disp.tick(Time::zero);
- for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
- (*i)->prepare();
+ ui.tick();
Time::TimeStamp t = Time::now();
- if(status_timeout && t>status_timeout)
- {
- main_wnd->set_status_text(string());
- status_timeout = Time::TimeStamp();
- }
if(!emergencies.empty() && t>emergency_blink_timeout)
{
emergency_blink_state = (emergency_blink_state+1)%2;
main_view.render();
- root->render();
+ ui.render();
window.swap_buffers();
}
{
Block &block = track->get_block();
if(block.get_train() && block.get_train()->is_block_critical(block))
- set_status("Turnout is busy");
+ ui.set_status("Turnout is busy");
else
{
unsigned paths = track->get_type().get_paths();
++i;
}
track->set_active_path(i);
- set_status(format("Turnout %d", track->get_turnout_address()));
+ ui.set_status(format("Turnout %d", track->get_turnout_address()));
}
}
- if(unsigned saddr = track->get_sensor_address())
+ else if(unsigned saddr = track->get_sensor_address())
{
if(options.simulate)
layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
- set_status(format("Sensor %d", saddr));
+ ui.set_status(format("Sensor %d", saddr));
+ }
+ else
+ {
+ const set<Zone *> &zones = layout.get_all<Zone>();
+ for(set<Zone *>::const_iterator i=zones.begin(); i!=zones.end(); ++i)
+ if((*i)->has_track(*track))
+ {
+ ui.show_zone(**i);
+ break;
+ }
}
}
else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
- {
- TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
- root->add(*dlg);
- dlg->autosize();
- }
+ ui.show_train(*veh->get_train());
}
}
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))))
+ if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, ray.slice<3>(0))))
return veh;
- return layout.pick<Track>(Ray(start, Vector(ray)));
+ return layout.pick<Track>(Ray(start, ray.slice<3>(0)));
}
-void Engineer::emergency(Block *block, const string &msg)
+void Engineer::emergency(Block *block, const string &)
{
- 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)
+ {
+ 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);
+ }
}
void Engineer::halt_event(bool h)
}
}
-void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
-{
- 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::import_finished(int)
-{
- import_active = false;
-}
-
void Engineer::process_new_train(Train &train)
{
Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));