-/* $Id$
-
-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 <signal.h>
#include <msp/core/except.h>
#include <msp/fs/stat.h>
+#include <msp/fs/utils.h>
#include <msp/gbase/display.h>
#include <msp/gbase/window.h>
#include <msp/gl/blend.h>
#include <msp/strings/formatter.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/tracktype.h"
#include "3d/path.h"
#include "3d/track.h"
#include "3d/vehicle.h"
#include "trainview.h"
using namespace std;
-using namespace Marklin;
+using namespace R2C2;
using namespace Msp;
Application::RegApp<Engineer> Engineer::reg;
window.set_title("Railroad Engineer");
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
- DataFile::load(ui_res, "marklin.res");
+ DataFile::load(ui_res, "r2c2.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));
main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
main_panel->set_visible(true);
- 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");
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_block_state_changed.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(options.state_fn))
DataFile::load(layout, options.state_fn);
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));
pass = &pipeline.add_pass("unlit");
pass->depth_test = &GL::DepthTest::lequal();
+ pass = &pipeline.add_pass("overlay");
+ pass->blend = &GL::Blend::alpha();
+
view_all();
// Catch various signals so we can stop the trains in case we get terminated
layout.get_driver().flush();
if(!options.simulate)
- layout.save_trains(options.state_fn);
+ {
+ layout.save_dynamic(options.state_fn+".tmp");
+ FS::rename(options.state_fn+".tmp", options.state_fn);
+ }
delete overlay;
delete root;
GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
pipeline.render_all();
- {
- GL::Bind blend(GL::Blend::alpha());
- overlay->render(0);
- }
if(pointer_moved)
{
if(picking)
{
- Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
- if(track && &track->get_track()!=picking_track)
+ Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
+ 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_endpoint(picking_entry).paths);
else
GL::PushMatrix push_mat;
float rot = picking_track->get_endpoint_direction(picking_entry);
- Point pos = picking_track->get_endpoint_position(picking_entry);
+ Vector pos = picking_track->get_endpoint_position(picking_entry);
GL::translate(pos.x, pos.y, pos.z+0.03);
GL::rotate(rot*180/M_PI+180, 0, 0, 1);
}
else
{
- Track3D *t3d = pick_track(x, window.get_height()-y-1);
- if(t3d)
+ Track *track = pick_track(x, window.get_height()-y-1);
+ if(track)
{
- Track &track = t3d->get_track();
- if(track.get_turnout_id())
+ if(track->get_turnout_id())
{
- Block &block = track.get_block();
+ Block &block = track->get_block();
if(block.get_train() && !block.get_train()->free_block(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))
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));
float max_y = 0;
for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
- Point minp, maxp;
+ Vector minp, maxp;
i->second->get_bounds(angle, minp, maxp);
min_x = min(min_x, minp.x);
max_x = max(max_x, maxp.x);
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_state()>Block::INACTIVE;
if(block.get_train())
{
set_block_color(block, GL::Color(1));
}
-void Engineer::sensor_event(unsigned addr, bool)
+Track *Engineer::pick_track(int x, int y)
{
- 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);
-}
-
-void Engineer::block_reserved(const Block &block, const Train *)
-{
- reset_block_color(block);
-}
-
-Track3D *Engineer::pick_track(int x, int y)
-{
- 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();
+ const GL::Vector3 &start = camera.get_position();
+ float xx = x*2.0/window.get_width()-1.0;
+ float yy = y*2.0/window.get_height()-1.0;
+ GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
- return layout_3d.pick_track(xx, yy, size);
+ return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
}
void Engineer::train_added(Train &train)