#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 "departuresdialog.h"
+#include "dynamicdialog.h"
#include "engineer.h"
#include "mainwindow.h"
#include "newtraindialog.h"
#include "traindialog.h"
-#include "trainview.h"
using namespace std;
using namespace R2C2;
status_timeout = Time::now()+10*Time::sec;
}
-void Engineer::add_train_view(TrainView &tv)
+void Engineer::add_dynamic_dialog(DynamicDialog &tv)
{
- train_views.push_back(&tv);
+ dyn_dialogs.push_back(&tv);
}
-void Engineer::remove_train_view(TrainView &tv)
+void Engineer::remove_dynamic_dialog(DynamicDialog &tv)
{
- train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
+ dyn_dialogs.erase(remove(dyn_dialogs.begin(), dyn_dialogs.end(), &tv), dyn_dialogs.end());
}
int Engineer::main()
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();
+ for(list<DynamicDialog *>::iterator i=dyn_dialogs.begin(); i!=dyn_dialogs.end(); ++i)
+ (*i)->update();
Time::TimeStamp t = Time::now();
if(status_timeout && t>status_timeout)
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));
}
+ 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))
+ {
+ DeparturesDialog *dlg = new DeparturesDialog(layout, (*i)->get_group());
+ root->add(*dlg);
+ break;
+ }
+ }
}
else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
{
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)
{
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)