#include <msp/io/print.h>
#include <msp/strings/formatter.h>
#include <msp/time/units.h>
+#include <msp/time/utils.h>
#include "libmarklin/driver.h"
#include "libmarklin/tracktype.h"
#include "3d/path.h"
layout_3d(layout),
server(0),
pipeline(window.get_width(), window.get_height(), false),
- placing_train(0),
- placing_block(0),
- placing_entry(0)
+ picking(false),
+ picking_track(0),
+ picking_entry(0),
+ picking_path(0)
{
// Setup GUI
window.set_title("Railroad Engineer");
delete server;
}
-void Engineer::place_train(Train &train)
+void Engineer::set_status(const string &text)
{
- placing_train = &train;
- placing_block = 0;
- main_panel->set_status_text("Select location");
+ main_panel->set_status_text(text);
+ status_timeout = Time::now()+10*Time::sec;
+}
+
+void Engineer::pick(bool with_ep)
+{
+ picking = true;
+ picking_track = 0;
+ picking_entry = (with_ep ? 0 : -1);
}
int Engineer::main()
layout.tick();
event_disp.tick(Time::zero);
+ 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);
pipeline.render_all();
- layout_3d.get_path_scene().render();
+ {
+ GL::Bind depth(GL::DepthTest::lequal());
+ layout_3d.get_path_scene().render();
+ }
{
GL::Bind blend(GL::Blend::alpha());
overlay->render(0);
}
- if(placing_train && placing_block)
+ if(picking && picking_track && picking_entry>=0)
{
GL::PushMatrix push_mat;
- const Marklin::Block::Endpoint &bep = placing_block->get_endpoints()[placing_entry];
- float rot = bep.track->get_endpoint_direction(bep.track_ep);
- Point pos = bep.track->get_endpoint_position(bep.track_ep);
+ float rot = picking_track->get_endpoint_direction(picking_entry);
+ Point 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);
void Engineer::button_press(int x, int y, unsigned btn, unsigned)
{
- if(placing_train)
+ if(picking)
{
- if(btn==1 && placing_block && !placing_block->get_train())
+ if(btn==1 && picking_track)
{
- reset_block_color(*placing_block);
-
- placing_train->place(*placing_block, placing_entry);
- placing_train = 0;
- main_panel->set_status_text(string());
+ picking = false;
+ delete picking_path;
+ picking_path = 0;
+ signal_pick_done.emit(picking_track, picking_entry);
}
- else if(btn==3)
+ else if(btn==3 && picking_entry>=0)
{
- const vector<Block::Endpoint> &endpoints = placing_block->get_endpoints();
- placing_entry = (placing_entry+1)%endpoints.size();
+ 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);
}
}
else
{
Block &block = layout.get_block_by_track(track);
if(block.get_train() && !block.get_train()->free_block(block))
- main_panel->set_status_text("Turnout busy");
+ set_status("Turnout is busy");
else
{
unsigned paths = track.get_type().get_paths();
void Engineer::pointer_motion(int x, int y)
{
- if(placing_train)
+ if(picking)
{
Track3D *track = pick_track(x, window.get_height()-y-1);
- if(track)
+ if(track && &track->get_track()!=picking_track)
{
- Block &block = layout.get_block_by_track(track->get_track());
- if(&block!=placing_block)
- {
- if(placing_block)
- reset_block_color(*placing_block);
- placing_block = █
- placing_entry = 0;
- if(!placing_block->get_train())
- set_block_color(*placing_block, GL::Color(0));
- }
+ 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);
}
}
}
camera.set_position(pos);
camera.set_up_direction(up);
camera.set_look_direction(GL::Vector3(0, 0, -1));
+ camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
}
void Engineer::set_block_color(const Block &block, const GL::Color &color)