Designer::Designer(int argc, char **argv):
window(1280, 960),
+ ui_res("marklin.res"),
+ root(ui_res, window),
base_object(0),
cur_route(0),
mode(SELECT),
manipulator(*this, selection),
measure(*this),
+ camera_ctl(*this, root, camera),
track_wrap(*this, selection)
{
window.set_title("Railway Designer");
camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
// Setup UI
- DataFile::load(ui_res, "marklin.res");
- root = new GLtk::Root(ui_res, window);
- root->signal_key_press.connect(sigc::mem_fun(this, &Designer::key_press));
- root->signal_button_press.connect(sigc::mem_fun(this, &Designer::button_press));
- root->signal_pointer_motion.connect(sigc::mem_fun(this, &Designer::pointer_motion));
- root->signal_tooltip.connect(sigc::mem_fun(this, &Designer::tooltip));
+ root.signal_key_press.connect(sigc::mem_fun(this, &Designer::key_press));
+ root.signal_button_press.connect(sigc::mem_fun(this, &Designer::button_press));
+ root.signal_pointer_motion.connect(sigc::mem_fun(this, &Designer::pointer_motion));
+ root.signal_tooltip.connect(sigc::mem_fun(this, &Designer::tooltip));
toolbar = new Toolbar(*this);
- root->add(*toolbar);
+ root.add(*toolbar);
toolbar->set_position(0, window.get_height()-toolbar->get_geometry().h);
toolbar->set_focusable(false);
GLtk::Panel *statusbar = new GLtk::Panel(ui_res);
- root->add(*statusbar);
+ root.add(*statusbar);
statusbar->set_size(window.get_width(), 20);
statusbar->set_focusable(false);
overlay = new Overlay3D(window, camera, ui_res.get_default_font());
- camera_ctl = new CameraController(*this, *root, camera);
- camera_ctl->view_all();
+ camera_ctl.view_all();
const Layout3D::TrackMap &tracks = layout_3d->get_tracks();
for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
Designer::~Designer()
{
- delete camera_ctl;
delete overlay;
- delete root;
delete pipeline;
delete base_object;
delete layout_3d;
float dt = (t-last_tick)/Msp::Time::sec;
last_tick = t;
- window.get_display().tick();
- root->tick();
- camera_ctl->tick(dt);
+ window.tick();
+ root.tick();
+ camera_ctl.tick(dt);
for(list<Track *>::iterator i=new_tracks.begin(); i!=new_tracks.end(); ++i)
layout_3d->get_track(**i).get_path().set_mask(0);
{
y = window.get_height()-y-1;
- if(!root->get_child_at(x, y))
+ if(!root.get_child_at(x, y))
{
Point ground = map_pointer_coords(x, y);
manipulator.pointer_motion(x, y, ground.x, ground.y);
GL::disable(GL::DEPTH_TEST);
GL::Bind bind_blend(GL::Blend::alpha());
- root->render();
+ root.render();
GL::Texture::unbind();
}
Msp::Graphics::SimpleGLWindow window;
Msp::GLtk::Resources ui_res;
- Msp::GLtk::Root *root;
+ Msp::GLtk::Root root;
Toolbar *toolbar;
Msp::GLtk::Label *lbl_status;
Selection selection;
Manipulator manipulator;
Measure measure;
- CameraController *camera_ctl;
+ CameraController camera_ctl;
TrackWrap track_wrap;
Msp::Time::TimeStamp last_tick;
Marklin::Layout3D &get_layout_3d() { return *layout_3d; }
const Msp::GL::Camera &get_camera() const { return camera; }
const Msp::GLtk::Resources &get_ui_resources() const { return ui_res; }
- Msp::GLtk::Root &get_root() const { return *root; }
+ Msp::GLtk::Root &get_root() { return root; }
void new_track();
void set_turnout_id();