TrainPanel *tpanel=new TrainPanel(*this, ui_res, *train);
root->add(*tpanel);
int y=main_panel->get_geometry().y;
- for(TrainPanelSeq::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
+ 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);
- placing_train=train;
- placing_block=0;
- main_panel->set_status_text("Select location");
+ place_train(*train);
return train;
}
}
+void Engineer::place_train(Train &train)
+{
+ placing_train=&train;
+ placing_block=0;
+ main_panel->set_status_text("Select location");
+}
+
int Engineer::main()
{
dpy=new Graphics::Display;
glDisable(GL_LIGHTING);
glColor4f(1, 1, 1, 1);
- const Track3DSeq <racks=layout_3d.get_tracks();
- for(Track3DSeq::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
+ const list<Track3D *> <racks=layout_3d.get_tracks();
+ for(list<Track3D *>::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
{
Track &track=(*i)->get_track();
if(track.get_turnout_id())
{
if(placing_train)
{
- if(btn==1 && placing_block)
+ if(btn==1 && placing_block && !placing_block->get_train())
{
- set_block_color(*placing_block, Color(1, 1, 1));
+ set_block_color(*placing_block, GL::Color(1, 1, 1));
placing_train->place(placing_block, placing_entry);
placing_train=0;
if(&block!=placing_block)
{
if(placing_block)
- set_block_color(*placing_block, Color(1, 1, 1));
+ reset_block_color(*placing_block);
placing_block=█
placing_entry=0;
- set_block_color(*placing_block, Color(0.5, 1, 0.7));
+ set_block_color(*placing_block, GL::Color(0.5, 1, 0.7));
}
}
else if(track && track->get_track().get_turnout_id())
void Engineer::view_all()
{
- const Track3DSeq &tracks=layout_3d.get_tracks();
+ const list<Track3D *> &tracks=layout_3d.get_tracks();
cam_rot=0;
float best_height=-1;
float max_x=0;
float min_y=0;
float max_y=0;
- for(Track3DSeq::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
- Point minp,maxp;
+ Point minp, maxp;
(*i)->get_bounds(angle, minp, maxp);
min_x=min(min_x, minp.x);
max_x=max(max_x, maxp.x);
cam_pos.z=max(best_height*1.05/0.82843, 0.15);
}
-void Engineer::set_block_color(const Block &block, const Color &color)
+void Engineer::set_block_color(const Block &block, const GL::Color &color)
{
const set<Track *> &tracks=block.get_tracks();
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
- layout_3d.get_track(*i)->set_color(color);
-}
-
-void Engineer::sensor_event(bool state, Sensor *sensor)
-{
- const list<Track3D *> <racks=layout_3d.get_tracks();
- for(list<Track3D *>::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
- if((*i)->get_track().get_sensor_id()==sensor->get_address())
- {
- Block &block=trfc_mgr->get_block_by_track((*i)->get_track());
- if(state)
- (*i)->set_color(Color(1, 0.5, 0.3));
- else if(block.get_train())
- set_block_color(block, Color(1, 1, 0.3));
- else
- (*i)->set_color(Color(1, 1, 1));
- }
+ layout_3d.get_track(**i).set_color(color);
}
-void Engineer::block_reserved(const Block &block, const Train *train)
+void Engineer::reset_block_color(const Block &block)
{
if(unsigned sid=block.get_sensor_id())
{
Sensor &sensor=control.get_sensor(sid);
if(sensor.get_state())
+ {
+ set_block_color(block, GL::Color(1, 0.5, 0.3));
return;
+ }
}
- if(train)
- set_block_color(block, Color(1, 1, 0.3));
+ if(block.get_train())
+ set_block_color(block, GL::Color(1, 1, 0.3));
else
- set_block_color(block, Color(1, 1, 1));
+ set_block_color(block, GL::Color(1, 1, 1));
+}
+
+void Engineer::sensor_event(bool, Sensor *sensor)
+{
+ const list<Block *> &blocks=trfc_mgr->get_blocks();
+ for(list<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
+ if((*i)->get_sensor_id()==sensor->get_address())
+ reset_block_color(**i);
+}
+
+void Engineer::block_reserved(const Block &block, const Train *)
+{
+ reset_block_color(block);
}
void Engineer::project_3d()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- //glFrustum(-0.055228, 0.055228, -0.041421, 0.041421, 0.1, 10);
- glFrustum(-0.069036, 0.041421, -0.041421, 0.041421, 0.1, 10);
+ float offset=200.0/screen_w*0.055228;
+ glFrustum(-0.055228-offset, 0.055228-offset, -0.041421, 0.041421, 0.1, 10);
glMatrixMode(GL_MODELVIEW);
}
Track3D *Engineer::pick_track(int x, int y)
{
- float xx=((float)(x-(int)screen_w*5/8)/screen_h)*0.82843;
- //float xx=((float)(x-(int)screen_w/2)/screen_h)*0.82843;
- float yy=((float)y/screen_h-0.5)*0.82843;
- float size=(float)4/screen_h*0.82843;
+ float xx=(static_cast<float>(x-static_cast<int>(screen_w)/2-100)/screen_h)*0.82843;
+ float yy=(static_cast<float>(y)/screen_h-0.5)*0.82843;
+ float size=4.0/screen_h*0.82843;
project_3d();
glLoadIdentity();