X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fengineer%2Fengineer.cpp;h=9a3b930a01da1b55137c9a45b9279672f3d44565;hb=57e0944ee8ed442e2d0aa7c9964cac00450af5e7;hp=365fee0d6333d02c65875c518fcb7fe1042bf9a5;hpb=ec1f75d72e5c4f7f7c9dafdf80f58c30ffb1a855;p=r2c2.git diff --git a/source/engineer/engineer.cpp b/source/engineer/engineer.cpp index 365fee0..9a3b930 100644 --- a/source/engineer/engineer.cpp +++ b/source/engineer/engineer.cpp @@ -11,13 +11,13 @@ #include #include #include -#include #include #include #include #include #include #include "libr2c2/driver.h" +#include "libr2c2/trackcircuit.h" #include "libr2c2/tracktype.h" #include "3d/path.h" #include "3d/track.h" @@ -37,6 +37,7 @@ Engineer::Engineer(int argc, char **argv): window(options.screen_w, options.screen_h, options.fullscreen), keyboard(window), mouse(window), + ui_res("r2c2.res"), layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))), layout_3d(layout), server(0), @@ -51,10 +52,9 @@ Engineer::Engineer(int argc, char **argv): window.set_title("Railroad Engineer"); window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0)); - DataFile::load(ui_res, "r2c2.res"); root = new GLtk::Root(ui_res, window); - mouse.signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press)); - mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Engineer::axis_motion)); + 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); main_panel = new MainPanel(*this); @@ -72,8 +72,10 @@ Engineer::Engineer(int argc, char **argv): 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 &blocks = layout.get_all(); + for(set::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); @@ -181,6 +183,10 @@ void Engineer::tick() { window.get_display().tick(); + for(list::iterator i=new_trains.begin(); i!=new_trains.end(); ++i) + process_new_train(**i); + new_trains.clear(); + layout.tick(); event_disp.tick(Time::zero); @@ -224,13 +230,13 @@ void Engineer::tick() if(picking && picking_track && picking_entry>=0) { + camera.apply(); GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview()); - float rot = picking_track->get_endpoint_direction(picking_entry); - Vector pos = picking_track->get_endpoint_position(picking_entry); + Snap sn = picking_track->get_snap_node(picking_entry); - GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03); - GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1); + GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03)); + GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1); arrow_mesh.draw(); } @@ -265,7 +271,7 @@ void Engineer::button_press(unsigned btn) if(track->get_turnout_id()) { Block &block = track->get_block(); - if(block.get_train() && !block.get_train()->free_block(block)) + if(block.get_train() && block.get_train()->is_block_critical(block)) set_status("Turnout is busy"); else { @@ -306,28 +312,22 @@ void Engineer::view_all() const Layout3D::TrackMap &tracks = layout_3d.get_tracks(); float view_aspect = float(window.get_width()-200)/window.get_height(); - float view_height = tan(camera.get_field_of_view()/2)*2; + float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f; float best_score = 0; GL::Vector3 pos; GL::Vector3 up; - for(float angle=0; anglesecond->get_bounds(angle, minp, maxp); - min_x = min(min_x, minp.x); - max_x = max(max_x, maxp.x); - min_y = min(min_y, minp.y); - max_y = max(max_y, maxp.y); - } + bbox = bbox|trans.transform(i->second->get_track().get_bounding_box()); - float width = max_x-min_x; - float height = max_y-min_y; + const Vector &minp = bbox.get_minimum_point(); + const Vector &maxp = bbox.get_maximum_point(); + + float width = maxp.x-minp.x; + float height = maxp.y-minp.y; float aspect = width/height; float score = min(aspect/view_aspect, view_aspect/aspect); @@ -338,8 +338,8 @@ void Engineer::view_all() float size = max(width/view_aspect, height); float c = cos(angle); float s = sin(angle); - float x = (min_x+max_x)/2-size*105/window.get_height(); - float y = (min_y+max_y)/2; + float x = (minp.x+maxp.x)/2-size*105/window.get_height(); + float y = (minp.y+maxp.y)/2; float z = max(size*1.05/view_height, 0.15); pos = GL::Vector3(c*x-s*y, s*x+c*y, z); @@ -363,7 +363,7 @@ void Engineer::set_block_color(const Block &block, const GL::Color &color) 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()) { @@ -388,10 +388,10 @@ Track *Engineer::pick_track(const Vector &p) const GL::Vector3 &start = camera.get_position(); GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0)); - return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z)); + return layout.pick(Ray(start, Vector(ray))); } -void Engineer::train_added(Train &train) +void Engineer::process_new_train(Train &train) { TrainPanel *tpanel = new TrainPanel(*this, train); root->add(*tpanel); @@ -401,15 +401,21 @@ void Engineer::train_added(Train &train) Vehicle3D &loco3d = layout_3d.get_vehicle(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))); +} + +void Engineer::train_added(Train &train) +{ + new_trains.push_back(&train); GL::Color best_color; float best_d_sq = 0; for(unsigned i=0; i<10; ++i) { GL::Color color; - color.r = rand()*1.0/RAND_MAX; - color.g = rand()*1.0/RAND_MAX; - color.b = rand()*1.0/RAND_MAX; + unsigned h = rand()%3; + color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX); + color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX); + color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX); color = color*(1/max(max(color.r, color.g), color.b)); float min_d_sq = 3; for(map::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)