#include <msp/time/units.h>
#include <msp/time/utils.h>
#include "libr2c2/driver.h"
+#include "libr2c2/trackcircuit.h"
#include "libr2c2/tracktype.h"
#include "3d/path.h"
#include "3d/track.h"
layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
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));
+ 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);
void Engineer::reset_block_color(const Block &block)
{
- bool active = block.get_state()>Block::INACTIVE;
+ bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
if(block.get_train())
{
const GL::Vector3 &start = camera.get_position();
GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
- return layout.pick_track(Ray(start, Vector(ray)));
+ return layout.pick<Track>(Ray(start, Vector(ray)));
}
void Engineer::process_new_train(Train &train)