#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
#include <msp/gl/tests.h>
+#include <msp/gltk/floatingarrangement.h>
#include <msp/io/print.h>
#include <msp/strings/format.h>
#include <msp/time/units.h>
#include "3d/vehicle.h"
#include "engineer.h"
#include "mainwindow.h"
+#include "newtraindialog.h"
#include "traindialog.h"
#include "trainview.h"
window(options.screen_w, options.screen_h, options.fullscreen),
keyboard(window),
mouse(window),
- ui_res("r2c2.res"),
+ ui_res("data/r2c2.res"),
+ import_active(false),
layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
layout_3d(layout),
server(0),
- main_view(layout_3d, window.get_width(), window.get_height())
+ main_view(layout_3d, window.get_width(), window.get_height()),
+ emergency_blink_state(0)
{
// Setup GUI
window.set_title("Railroad Engineer");
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
+ GLtk::Layout *root_layout = new GLtk::Layout;
+ root->set_layout(root_layout);
+ root_layout->set_margin(GLtk::Sides());
+ root_arrangement = new GLtk::FloatingArrangement(*root_layout);
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);
overlay = new Overlay3D(ui_res.get_default_font());
// Setup railroad control
- DataFile::load(catalogue, "tracks.dat");
- DataFile::load(catalogue, "locos.dat");
- DataFile::load(catalogue, "wagons.dat");
+ catalogue.add_source("data/Märklin/H0");
DataFile::load(layout, options.layout_fn);
+ if(layout.has_driver())
+ {
+ Driver &driver = layout.get_driver();
+ driver.signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
+ driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
+ }
layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
- layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
+ layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
const set<Block *> &blocks = layout.get_all<Block>();
for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
if(TrackCircuit *tc = (*i)->get_sensor())
const set<Track *> &tracks = layout.get_all<Track>();
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
if((*i)->get_type().is_turnout())
- new Path3D(layout_3d.get<Track3D>(**i));
+ new Path3D(layout_3d.get_3d(**i));
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
Engineer::~Engineer()
{
- const map<unsigned, Train *> &trains = layout.get_trains();
- for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
- layout.get_driver().set_loco_speed(i->first, 0);
- layout.get_driver().flush();
-
if(!options.simulate)
{
layout.save_dynamic(options.state_fn+".tmp");
FS::rename(options.state_fn+".tmp", options.state_fn);
}
+ layout.get_driver().halt(true);
+ layout.get_driver().flush();
+
delete overlay;
+ delete root_arrangement;
delete root;
delete server;
new_trains.clear();
layout.tick();
+ layout_3d.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)
+ Time::TimeStamp t = Time::now();
+ if(status_timeout && t>status_timeout)
{
main_wnd->set_status_text(string());
status_timeout = Time::TimeStamp();
}
+ if(!emergencies.empty() && t>emergency_blink_timeout)
+ {
+ emergency_blink_state = (emergency_blink_state+1)%2;
+ GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
+ for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
+ (*i)->set_color(color);
+ emergency_blink_timeout = t+0.5*Time::sec;
+ }
GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
Object *obj = pick_object(pointer);
if(Track *track = dynamic_cast<Track *>(obj))
{
- if(track->get_turnout_id())
+ if(track->get_type().is_turnout())
{
Block &block = track->get_block();
if(block.get_train() && block.get_train()->is_block_critical(block))
++i;
}
track->set_active_path(i);
- set_status(format("Turnout %d", track->get_turnout_id()));
+ set_status(format("Turnout %d", track->get_turnout_address()));
}
}
- if(unsigned sid = track->get_sensor_id())
+ if(unsigned saddr = track->get_sensor_address())
{
if(options.simulate)
- layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
- set_status(format("Sensor %d", sid));
+ layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
+ set_status(format("Sensor %d", saddr));
}
}
else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
// XXX Do this better; make this function a template?
- if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
+ if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, ray.slice<3>(0))))
return veh;
- return layout.pick<Track>(Ray(start, Vector(ray)));
+ return layout.pick<Track>(Ray(start, ray.slice<3>(0)));
+}
+
+void Engineer::emergency(Block *block, const string &msg)
+{
+ set_status(msg);
+ TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
+ tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
+ tch3d->set_layer(2);
+ emergencies.push_back(tch3d);
+}
+
+void Engineer::halt_event(bool h)
+{
+ if(!h)
+ {
+ for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
+ delete *i;
+ emergencies.clear();
+ }
+}
+
+void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
+{
+ if(!import_active)
+ {
+ NewTrainDialog *dlg = new NewTrainDialog(*this);
+ dlg->prefill(loco);
+ dlg->signal_response.connect(sigc::mem_fun(this, &Engineer::import_finished));
+ root->add(*dlg);
+ import_active = true;
+ }
+}
+
+void Engineer::import_finished(int)
+{
+ import_active = false;
}
void Engineer::process_new_train(Train &train)
{
- Vehicle3D &loco3d = layout_3d.get<Vehicle3D>(train.get_vehicle(0));
+ Vehicle3D &loco3d = layout_3d.get_3d(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)));
}
{
signal(sig, SIG_DFL);
IO::print(IO::cerr, "Fatal signal received, terminating\n");
- const map<unsigned, Train *> &trains = layout.get_trains();
- for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
- layout.get_driver().set_loco_speed(i->first, 0);
+ layout.get_driver().halt(true);
layout.get_driver().flush();
raise(sig);
}