#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>
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);
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<Track3D>(**i));
+ new Path3D(layout_3d.get_3d(**i));
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
}
delete overlay;
+ delete root_arrangement;
delete root;
delete server;
Object *obj = pick_object(pointer);
if(Track *track = dynamic_cast<Track *>(obj))
{
- if(track->get_turnout_id())
+ if(track->get_turnout_address())
{
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))
void Engineer::process_new_train(Train &train)
{
- Vehicle3D &loco3d = layout_3d.get<Vehicle3D>(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)));
}