string route_name(const Route *const &route)
{
- return route->get_name();
+ return route ? route->get_name() : "(none)";
}
RouterPanel::RouterPanel(Engineer &e, Train &t):
engineer(e),
train(t),
routes(&route_name),
- updating(false)
+ updating(false),
+ goto_pick(false),
+ goto_target(0),
+ goto_highlight(0)
{
Loader::WidgetMap widgets;
DataFile::load(*this, "data/routerpanel.ui", widgets);
dynamic_cast<GLtk::Button *>(get_item(widgets, "btn_goto"))->signal_clicked.connect(sigc::mem_fun(this, &RouterPanel::goto_clicked));
+ routes.append(0);
const set<Route *> &lroutes = train.get_layout().get_all<Route>();
for(set<Route *>::const_iterator i=lroutes.begin(); i!=lroutes.end(); ++i)
- routes.append(*i);
+ if(!(*i)->is_temporary())
+ routes.append(*i);
TrainRouter *router = train.get_ai_of_type<TrainRouter>();
if(!router)
void RouterPanel::goto_clicked()
{
- engineer.pick(false);
- pick_conn = engineer.signal_pick_done.connect(sigc::mem_fun(this, &RouterPanel::goto_pick_done));
+ goto_pick = true;
+ goto_target = 0;
+ signal_grab_pointer.emit();
}
-void RouterPanel::goto_pick_done(Track *track, unsigned)
+void RouterPanel::button_press(int x, int y, unsigned btn)
{
- pick_conn.disconnect();
- train.ai_message(TrainAI::Message("set-destination-block", &track->get_block()));
+ Panel::button_press(x, y, btn);
+
+ if(goto_pick)
+ {
+ signal_ungrab_pointer.emit();
+ goto_pick = false;
+
+ delete goto_highlight;
+ goto_highlight = 0;
+
+ if(goto_target && btn==1)
+ train.ai_message(TrainAI::Message("set-destination", static_cast<const TrackChain *>(goto_target)));
+ }
+}
+
+void RouterPanel::pointer_motion(int x, int y)
+{
+ Panel::pointer_motion(x, y);
+
+ if(goto_pick)
+ {
+ int rx = x;
+ int ry = y;
+ map_coords_to_ancestor(rx, ry, *find_ancestor<GLtk::Root>());
+ Ray ray = engineer.get_main_view().create_ray(rx, ry);
+ Track *track = engineer.get_layout().pick<Track>(ray);
+ if(track && &track->get_block()!=goto_target)
+ {
+ goto_target = &track->get_block();
+ delete goto_highlight;
+ goto_highlight = new TrackChain3D(engineer.get_layout_3d(), *goto_target);
+ goto_highlight->set_color(GL::Color(0.7));
+ goto_highlight->set_layer(2);
+ }
+ }
}