]> git.tdb.fi Git - r2c2.git/blobdiff - source/engineer/engineer.cpp
Rearrange block reservations to present consistent state in signal_reserved
[r2c2.git] / source / engineer / engineer.cpp
index 7d1e227e7e4a63112759d9c49518ed6a7bd372d4..e1268c63f25323f55a9b002589989a419a3c573a 100644 (file)
@@ -13,7 +13,6 @@
 #include <msp/gl/misc.h>
 #include <msp/gl/projection.h>
 #include <msp/gl/tests.h>
-#include <msp/gl/transform.h>
 #include <msp/io/print.h>
 #include <msp/strings/format.h>
 #include <msp/time/units.h>
@@ -36,6 +35,9 @@ using namespace Msp;
 Engineer::Engineer(int argc, char **argv):
        options(argc, argv),
        window(options.screen_w, options.screen_h, options.fullscreen),
+       keyboard(window),
+       mouse(window),
+       ui_res("r2c2.res"),
        layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
        layout_3d(layout),
        server(0),
@@ -44,18 +46,15 @@ Engineer::Engineer(int argc, char **argv):
        picking_track(0),
        picking_entry(0),
        picking_path(0),
-       pointer_x(0),
-       pointer_y(0),
        pointer_moved(false)
 {
        // Setup GUI
        window.set_title("Railroad Engineer");
        window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
 
-       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));
+       mouse.signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
+       mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Engineer::axis_motion));
        root->set_visible(true);
 
        main_panel = new MainPanel(*this);
@@ -98,15 +97,15 @@ Engineer::Engineer(int argc, char **argv):
        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::Pipeline::Pass *pass = &pipeline.add_pass(0);
+       pass->set_depth_test(&GL::DepthTest::lequal());
+       pass->set_lighting(&lighting);
 
        pass = &pipeline.add_pass("unlit");
-       pass->depth_test = &GL::DepthTest::lequal();
+       pass->set_depth_test(&GL::DepthTest::lequal());
 
        pass = &pipeline.add_pass("overlay");
-       pass->blend = &GL::Blend::alpha();
+       pass->set_blend(&GL::Blend::alpha());
 
        view_all();
 
@@ -182,6 +181,10 @@ void Engineer::tick()
 {
        window.get_display().tick();
 
+       for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
+               process_new_train(**i);
+       new_trains.clear();
+
        layout.tick();
        event_disp.tick(Time::zero);
 
@@ -196,7 +199,7 @@ void Engineer::tick()
 
        GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
 
-       pipeline.render_all();
+       pipeline.render();
 
        if(pointer_moved)
        {
@@ -204,7 +207,7 @@ void Engineer::tick()
 
                if(picking)
                {
-                       Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
+                       Track *track = pick_track(pointer);
                        if(track && track!=picking_track)
                        {
                                picking_track = track;
@@ -225,34 +228,24 @@ void Engineer::tick()
 
        if(picking && picking_track && picking_entry>=0)
        {
-               GL::PushMatrix push_mat;
+               camera.apply();
+               GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
 
                float rot = picking_track->get_endpoint_direction(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);
+               GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03);
+               GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1);
 
                arrow_mesh.draw();
        }
 
-       const GLtk::Geometry &rgeom = root->get_geometry();
-       GL::matrix_mode(GL::PROJECTION);
-       GL::load_identity();
-       GL::ortho_bottomleft(rgeom.w, rgeom.h);
-       GL::matrix_mode(GL::MODELVIEW);
-       GL::load_identity();
-
-       {
-               GL::Bind blend(GL::Blend::alpha());
-               root->render();
-               GL::Texture::unbind();
-       }
+       root->render();
 
        window.swap_buffers();
 }
 
-void Engineer::button_press(int x, int y, unsigned btn, unsigned)
+void Engineer::button_press(unsigned btn)
 {
        if(picking)
        {
@@ -271,7 +264,7 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
        }
        else
        {
-               Track *track = pick_track(x, window.get_height()-y-1);
+               Track *track = pick_track(pointer);
                if(track)
                {
                        if(track->get_turnout_id())
@@ -304,10 +297,12 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
        }
 }
 
-void Engineer::pointer_motion(int x, int y)
+void Engineer::axis_motion(unsigned axis, float value, float)
 {
-       pointer_x = x;
-       pointer_y = y;
+       if(axis==0)
+               pointer.x = value;
+       if(axis==1)
+               pointer.y = value;
        pointer_moved = true;
 }
 
@@ -393,17 +388,15 @@ void Engineer::reset_block_color(const Block &block)
                set_block_color(block, GL::Color(1));
 }
 
-Track *Engineer::pick_track(int x, int y)
+Track *Engineer::pick_track(const Vector &p)
 {
        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));
+       GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
 
        return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
 }
 
-void Engineer::train_added(Train &train)
+void Engineer::process_new_train(Train &train)
 {
        TrainPanel *tpanel = new TrainPanel(*this, train);
        root->add(*tpanel);
@@ -413,15 +406,21 @@ void Engineer::train_added(Train &train)
        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)));
+}
+
+void Engineer::train_added(Train &train)
+{
+       new_trains.push_back(&train);
 
        GL::Color best_color;
        float best_d_sq = 0;
        for(unsigned i=0; i<10; ++i)
        {
                GL::Color color;
-               color.r = rand()*1.0/RAND_MAX;
-               color.g = rand()*1.0/RAND_MAX;
-               color.b = rand()*1.0/RAND_MAX;
+               unsigned h = rand()%3;
+               color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
+               color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
+               color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
                color = color*(1/max(max(color.r, color.g), color.b));
                float min_d_sq = 3;
                for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)