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1 /* $Id$
2
3 This file is part of the MSP Märklin suite
4 Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <algorithm>
9 #include <limits>
10 #include <msp/gl/clip.h>
11 #include <msp/gl/matrix.h>
12 #include <msp/gl/rendermode.h>
13 #include <msp/gl/select.h>
14 #include <msp/gl/texture.h>
15 #include <msp/datafile/parser.h>
16 #include "layout.h"
17 #include "track.h"
18 #include "vehicle.h"
19
20 using namespace std;
21 using namespace Msp;
22
23 namespace Marklin {
24
25 Layout3D::Layout3D(Layout &l):
26         layout(l),
27         catalogue(layout.get_catalogue())
28 {
29         layout.signal_track_added.connect(sigc::mem_fun(this, &Layout3D::track_added));
30         layout.signal_track_removed.connect(sigc::mem_fun(this, &Layout3D::track_removed));
31         layout.signal_vehicle_added.connect(sigc::mem_fun(this, &Layout3D::vehicle_added));
32
33         const set<Track *> &ltracks = layout.get_tracks();
34         for(set<Track *>::iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
35                 track_added(**i);
36 }
37
38 Layout3D::~Layout3D()
39 {
40         while(!tracks.empty())
41                 delete tracks.front();
42         while(!vehicles.empty())
43                 delete vehicles.front();
44 }
45
46 void Layout3D::add_track(Track3D &t)
47 {
48         tracks.push_back(&t);
49 }
50
51 void Layout3D::remove_track(Track3D &t)
52 {
53         list<Track3D *>::iterator i = find(tracks.begin(), tracks.end(), &t);
54         if(i!=tracks.end())
55                 tracks.erase(i);
56 }
57
58 Track3D &Layout3D::get_track(Track &t) const
59 {
60         for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
61                 if(&(*i)->get_track()==&t)
62                         return **i;
63
64         throw KeyError("Unknown track");
65 }
66
67 Track3D *Layout3D::pick_track(float x, float y, float size) const
68 {
69         vector<GL::SelectRecord> select_buf;
70         GL::select_buffer(select_buf);
71         GL::render_mode(GL::SELECT);
72
73         {
74                 GL::PushMatrix push_mat;
75                 GL::load_identity();
76
77                 GL::ClipPlane(1, 0, x-size, 0).apply_to(0);
78                 GL::ClipPlane(-1, 0, -x-size, 0).apply_to(1);
79                 GL::ClipPlane(0, 1, y-size, 0).apply_to(2);
80                 GL::ClipPlane(0, -1, -y-size, 0).apply_to(3);
81         }
82
83         scene.render(0);
84
85         GL::ClipPlane::disable(0);
86         GL::ClipPlane::disable(1);
87         GL::ClipPlane::disable(2);
88         GL::ClipPlane::disable(3);
89
90         GL::render_mode(GL::RENDER);
91         Track3D *track = 0;
92         unsigned track_depth = numeric_limits<unsigned>::max();
93         for(vector<GL::SelectRecord>::iterator i=select_buf.begin(); i!=select_buf.end(); ++i)
94                 if(i->min_depth<track_depth && !i->names.empty())
95                 {
96                         track = reinterpret_cast<Track3D *>(i->names.back());
97                         track_depth = i->min_depth;
98                 }
99
100         return track;
101 }
102
103 void Layout3D::add_vehicle(Vehicle3D &v)
104 {
105         vehicles.push_back(&v);
106 }
107
108 void Layout3D::remove_vehicle(Vehicle3D &v)
109 {
110         list<Vehicle3D *>::iterator i = find(vehicles.begin(), vehicles.end(), &v);
111         if(i!=vehicles.end())
112                 vehicles.erase(i);
113 }
114
115 Vehicle3D &Layout3D::get_vehicle(const Vehicle &v) const
116 {
117         for(list<Vehicle3D *>::const_iterator i=vehicles.begin(); i!=vehicles.end(); ++i)
118                 if(&(*i)->get_vehicle()==&v)
119                         return **i;
120
121         throw KeyError("Unknown vehicle");
122 }
123
124 void Layout3D::track_added(Track &t)
125 {
126         new Track3D(*this, t);
127 }
128
129 void Layout3D::track_removed(Track &t)
130 {
131         for(list<Track3D *>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
132                 if(&(*i)->get_track()==&t)
133                 {
134                         delete *i;
135                         return;
136                 }
137 }
138
139 void Layout3D::vehicle_added(Vehicle &v)
140 {
141         new Vehicle3D(*this, v);
142 }
143
144 } // namespace Marklin