-/* $Id$
-
-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 <limits>
#include <signal.h>
-#include <msp/core/except.h>
#include <msp/fs/stat.h>
-#include <msp/gbase/display.h>
-#include <msp/gbase/window.h>
+#include <msp/fs/utils.h>
+#include <msp/graphics/display.h>
+#include <msp/graphics/window.h>
#include <msp/gl/blend.h>
#include <msp/gl/framebuffer.h>
#include <msp/gl/matrix.h>
#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/formatter.h>
+#include <msp/strings/format.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/trackcircuit.h"
+#include "libr2c2/tracktype.h"
#include "3d/path.h"
#include "3d/track.h"
#include "3d/vehicle.h"
#include "mainpanel.h"
#include "trainpanel.h"
#include "trainproperties.h"
+#include "trainview.h"
using namespace std;
-using namespace Marklin;
+using namespace R2C2;
using namespace Msp;
-Application::RegApp<Engineer> Engineer::reg;
-
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(false),
picking_track(0),
picking_entry(0),
- picking_path(0)
+ picking_path(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, "marklin.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::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);
- main_panel = new MainPanel(*this, ui_res);
+ main_panel = new MainPanel(*this);
root->add(*main_panel);
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.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
- if(FS::exists("engineer.state"))
- DataFile::load(layout, "engineer.state");
+ layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
+ layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
+ const set<Block *> &blocks = layout.get_all<Block>();
+ for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
+ (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
+
+ if(FS::exists(options.state_fn))
+ DataFile::load(layout, options.state_fn);
if(options.network)
{
DataFile::load(arrow_mesh, "arrow.mesh");
pipeline.set_camera(&camera);
- pipeline.add_renderable(layout_3d.get_scene());
+ 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(0, -0.259, 0.966, 0);
+ light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
+ light.set_diffuse(GL::Color(0.9));
+ 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->set_depth_test(&GL::DepthTest::lequal());
+
+ pass = &pipeline.add_pass("overlay");
+ pass->set_blend(&GL::Blend::alpha());
view_all();
layout.get_driver().flush();
if(!options.simulate)
- layout.save_trains("engineer.state");
+ {
+ layout.save_dynamic(options.state_fn+".tmp");
+ FS::rename(options.state_fn+".tmp", options.state_fn);
+ }
delete overlay;
delete root;
status_timeout = Time::now()+10*Time::sec;
}
+void Engineer::rearrange_panels()
+{
+ int y = main_panel->get_geometry().y;
+ for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
+ {
+ y -= (*i)->get_geometry().h;
+ (*i)->set_position(0, y);
+ }
+}
+
+void Engineer::add_train_view(TrainView &tv)
+{
+ train_views.push_back(&tv);
+}
+
+void Engineer::remove_train_view(TrainView &tv)
+{
+ train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
+}
+
void Engineer::pick(bool with_ep)
{
picking = true;
{
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);
+ for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
+ (*i)->prepare();
+
if(status_timeout && Time::now()>status_timeout)
{
main_panel->set_status_text(string());
status_timeout = Time::TimeStamp();
}
- GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- pipeline.render_all();
- {
- GL::Bind depth(GL::DepthTest::lequal());
- layout_3d.get_path_scene().render();
- }
+ pipeline.render();
+
+ if(pointer_moved)
{
- GL::Bind blend(GL::Blend::alpha());
- overlay->render(0);
+ pointer_moved = false;
+
+ if(picking)
+ {
+ Track *track = pick_track(pointer);
+ if(track && track!=picking_track)
+ {
+ picking_track = track;
+ if(picking_entry>=0)
+ picking_entry = 0;
+
+ delete picking_path;
+ 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
+ picking_path->set_mask(picking_track->get_type().get_paths());
+ picking_path->set_color(GL::Color(0));
+ picking_path->set_layer(1);
+ }
+ }
}
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);
- Point pos = picking_track->get_endpoint_position(picking_entry);
+ Snap sn = picking_track->get_snap_node(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(sn.position+GL::Vector3(0, 0, 0.03));
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 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)
{
else if(btn==3 && picking_entry>=0)
{
picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
- picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
+ picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
}
}
else
{
- Track3D *t3d = pick_track(x, window.get_height()-y-1);
- if(t3d)
+ Track *track = pick_track(pointer);
+ if(track)
{
- Track &track = t3d->get_track();
- if(track.get_turnout_id())
+ if(track->get_turnout_id())
{
- Block &block = layout.get_block_by_track(track);
+ 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);
+ track->set_active_path(i);
+ set_status(format("Turnout %d", track->get_turnout_id()));
}
}
- else if(options.simulate)
+ 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));
+ set_status(format("Sensor %d", sid));
}
}
}
}
-void Engineer::pointer_motion(int x, int y)
+void Engineer::axis_motion(unsigned axis, float value, float)
{
- if(picking)
- {
- Track3D *track = pick_track(x, window.get_height()-y-1);
- if(track && &track->get_track()!=picking_track)
- {
- picking_track = &track->get_track();
- if(picking_entry>=0)
- picking_entry = 0;
-
- delete picking_path;
- picking_path = new Path3D(*track);
- if(picking_entry>=0)
- picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
- else
- picking_path->set_mask(picking_track->get_type().get_paths());
- picking_path->set_color(GL::Color(0));
- picking_path->set_layer(1);
- }
- }
+ if(axis==0)
+ pointer.x = value;
+ if(axis==1)
+ pointer.y = value;
+ pointer_moved = true;
}
void Engineer::view_all()
{
- const list<Track3D *> &tracks = layout_3d.get_tracks();
+ const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
float view_aspect = float(window.get_width()-200)/window.get_height();
float view_height = tan(camera.get_field_of_view()/2)*2;
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;
- for(float angle=0; angle<M_PI; angle+=0.01)
+ for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
{
- float min_x = 0;
- float max_x = 0;
- float min_y = 0;
- float max_y = 0;
- for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- {
- Point minp, maxp;
- (*i)->get_bounds(angle, minp, maxp);
- min_x = min(min_x, minp.x);
- max_x = max(max_x, maxp.x);
- min_y = min(min_y, minp.y);
- max_y = max(max_y, maxp.y);
- }
+ Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
+ BoundingBox bbox;
+ for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
- float width = max_x-min_x;
- float height = max_y-min_y;
+ const Vector &minp = bbox.get_minimum_point();
+ const Vector &maxp = bbox.get_maximum_point();
+
+ float width = maxp.x-minp.x;
+ float height = maxp.y-minp.y;
float aspect = width/height;
float score = min(aspect/view_aspect, view_aspect/aspect);
float size = max(width/view_aspect, height);
float c = cos(angle);
float s = sin(angle);
- float x = (min_x+max_x)/2-size*105/window.get_height();
- float y = (min_y+max_y)/2;
+ float x = (minp.x+maxp.x)/2-size*105/window.get_height();
+ float y = (minp.y+maxp.y)/2;
float z = max(size*1.05/view_height, 0.15);
pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
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_sensor().get_state()>Sensor::INACTIVE;
if(block.get_train())
{
set_block_color(block, GL::Color(1));
}
-void Engineer::sensor_event(unsigned addr, bool)
-{
- 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)
+Track *Engineer::pick_track(const Vector &p)
{
- 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();
+ GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
- return layout_3d.pick_track(xx, yy, size);
+ return layout.pick<Track>(Ray(start, Vector(ray)));
}
-void Engineer::train_added(Train &train)
+void Engineer::process_new_train(Train &train)
{
- TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
+ TrainPanel *tpanel = new TrainPanel(*this, train);
root->add(*tpanel);
- int y = main_panel->get_geometry().y;
- for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
- y -= (*i)->get_geometry().h;
- tpanel->set_position(0, y-tpanel->get_geometry().h);
train_panels.push_back(tpanel);
- tpanel->set_visible(true);
+ rearrange_panels();
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)