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),
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);
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;
if(picking && picking_track && picking_entry>=0)
{
+ camera.apply();
GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
float rot = picking_track->get_endpoint_direction(picking_entry);
window.swap_buffers();
}
-void Engineer::button_press(int x, int y, unsigned btn, unsigned)
+void Engineer::button_press(unsigned btn)
{
if(picking)
{
}
else
{
- Track *track = pick_track(x, window.get_height()-y-1);
+ Track *track = pick_track(pointer);
if(track)
{
if(track->get_turnout_id())
}
}
-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;
}
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));
}