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Persist most dialogs across runs
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1 #include <algorithm>
2 #include <cmath>
3 #include <cstdlib>
4 #include <limits>
5 #include <signal.h>
6 #include <msp/fs/stat.h>
7 #include <msp/fs/utils.h>
8 #include <msp/graphics/display.h>
9 #include <msp/graphics/window.h>
10 #include <msp/gl/blend.h>
11 #include <msp/gl/framebuffer.h>
12 #include <msp/gl/matrix.h>
13 #include <msp/gl/misc.h>
14 #include <msp/gl/tests.h>
15 #include <msp/io/print.h>
16 #include <msp/strings/format.h>
17 #include <msp/time/utils.h>
18 #include "libr2c2/driver.h"
19 #include "libr2c2/trackcircuit.h"
20 #include "libr2c2/tracktype.h"
21 #include "libr2c2/zone.h"
22 #include "3d/allocation.h"
23 #include "3d/path.h"
24 #include "3d/track.h"
25 #include "3d/trackcircuit.h"
26 #include "3d/vehicle.h"
27 #include "engineer.h"
28
29 using namespace std;
30 using namespace R2C2;
31 using namespace Msp;
32
33 Engineer::Engineer(int argc, char **argv):
34         options(argc, argv),
35         window(options.screen_w, options.screen_h, options.fullscreen),
36         keyboard(window),
37         mouse(window),
38         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
39         layout_3d(layout),
40         server(0),
41         main_view(layout_3d, window.get_width(), window.get_height()),
42         ui(*this, window, keyboard, mouse),
43         emergency_blink_state(0)
44 {
45         // Setup GUI
46         window.set_title("Railroad Engineer");
47         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
48
49         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
50         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
51
52         overlay = new Overlay3D(ui.get_resources().get_default_font());
53
54         // Setup railroad control
55         catalogue.add_source("data/Märklin/H0");
56         DataFile::load(layout, options.layout_fn);
57
58         if(layout.has_driver())
59         {
60                 Driver &driver = layout.get_driver();
61                 driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
62         }
63         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
64         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
65         const set<Block *> &blocks = layout.get_all<Block>();
66         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
67                 if(TrackCircuit *tc = (*i)->get_sensor())
68                         new TrackCircuit3D(layout_3d, *tc);
69
70         const set<Track *> &tracks = layout.get_all<Track>();
71         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
72                 if((*i)->get_type().is_turnout())
73                         new Path3D(layout_3d.get_3d(**i));
74
75         if(FS::exists(options.state_fn))
76                 DataFile::load(layout, options.state_fn);
77
78         if(FS::exists(options.uistate_fn))
79                 DataFile::load(ui, options.uistate_fn);
80
81         if(options.network)
82         {
83                 server = new Server(layout);
84                 server->use_event_dispatcher(event_disp);
85         }
86
87         // Setup 3D view
88         GL::Pipeline &pipeline = main_view.get_pipeline();
89
90         GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
91         pass->set_depth_test(&GL::DepthTest::lequal());
92         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
93
94         pass = &pipeline.add_pass("overlay");
95         pass->set_blend(&GL::Blend::alpha());
96         pipeline.add_renderable_for_pass(*overlay, "overlay");
97
98         view_all();
99
100         // Catch various signals so we can stop the trains in case we get terminated
101         catch_signal(SIGINT);
102         catch_signal(SIGTERM);
103         catch_signal(SIGSEGV);
104         catch_signal(SIGILL);
105         catch_signal(SIGFPE);
106         catch_signal(SIGABRT);
107 }
108
109 Engineer::~Engineer()
110 {
111         if(!options.simulate)
112         {
113                 layout.save_dynamic(options.state_fn+".tmp");
114                 FS::rename(options.state_fn+".tmp", options.state_fn);
115         }
116
117         ui.save_state(options.uistate_fn);
118
119         layout.get_driver().halt(true);
120         layout.get_driver().flush();
121
122         delete overlay;
123
124         delete server;
125 }
126
127 int Engineer::main()
128 {
129         window.show();
130
131         return Application::main();
132 }
133
134 void Engineer::tick()
135 {
136         window.get_display().tick();
137
138         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
139                 process_new_train(**i);
140         new_trains.clear();
141
142         layout.tick(options.sim_speed);
143         layout_3d.tick();
144         event_disp.tick(Time::zero);
145
146         ui.tick();
147
148         Time::TimeStamp t = Time::now();
149         if(!emergencies.empty() && t>emergency_blink_timeout)
150         {
151                 emergency_blink_state = (emergency_blink_state+1)%2;
152                 GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
153                 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
154                         (*i)->set_color(color);
155                 emergency_blink_timeout = t+0.5*Time::sec;
156         }
157
158         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
159
160         main_view.render();
161
162         ui.render();
163
164         window.swap_buffers();
165 }
166
167 void Engineer::button_press(unsigned btn)
168 {
169         if(btn==1)
170         {
171                 Object *obj = pick_object(pointer);
172                 if(Track *track = dynamic_cast<Track *>(obj))
173                 {
174                         if(track->get_type().is_turnout())
175                         {
176                                 Block &block = track->get_block();
177                                 if(block.get_train() && block.get_train()->is_block_critical(block))
178                                         ui.set_status("Turnout is busy");
179                                 else
180                                 {
181                                         unsigned paths = track->get_type().get_paths();
182                                         unsigned i = track->get_active_path()+1;
183                                         while(!(paths&(1<<i)))
184                                         {
185                                                 if(!(paths>>i))
186                                                         i = 0;
187                                                 else
188                                                         ++i;
189                                         }
190                                         track->set_active_path(i);
191                                         ui.set_status(format("Turnout %d", track->get_turnout_address()));
192                                 }
193                         }
194                         else if(unsigned saddr = track->get_sensor_address())
195                         {
196                                 if(options.simulate)
197                                         layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
198                                 ui.set_status(format("Sensor %d", saddr));
199                         }
200                         else
201                         {
202                                 const set<Zone *> &zones = layout.get_all<Zone>();
203                                 for(set<Zone *>::const_iterator i=zones.begin(); i!=zones.end(); ++i)
204                                         if((*i)->has_track(*track))
205                                         {
206                                                 ui.show_zone(**i);
207                                                 break;
208                                         }
209                         }
210                 }
211                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
212                         ui.show_train(*veh->get_train());
213         }
214 }
215
216 void Engineer::axis_motion(unsigned axis, float value, float)
217 {
218         if(axis==0)
219                 pointer.x = value;
220         if(axis==1)
221                 pointer.y = value;
222 }
223
224 void Engineer::view_all()
225 {
226         const Layout3D::ObjectMap &objects = layout_3d.get_all();
227
228         float view_aspect = float(window.get_width())/window.get_height();
229         float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
230         float best_score = 0;
231         GL::Vector3 pos;
232         GL::Vector3 up;
233         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
234         {
235                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
236                 BoundingBox bbox;
237                 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
238                         bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
239
240                 const Vector &minp = bbox.get_minimum_point();
241                 const Vector &maxp = bbox.get_maximum_point();
242
243                 float width = maxp.x-minp.x;
244                 float height = maxp.y-minp.y;
245                 float aspect = width/height;
246                 float score = min(aspect/view_aspect, view_aspect/aspect);
247
248                 if(score>best_score)
249                 {
250                         best_score = score;
251
252                         float size = max(width/view_aspect, height);
253                         float c = cos(angle);
254                         float s = sin(angle);
255                         float x = (minp.x+maxp.x)/2;
256                         float y = (minp.y+maxp.y)/2;
257                         float z = max(size*1.05/view_height, 0.15);
258
259                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
260                         up = GL::Vector3(-s, c, 0);
261                 }
262         }
263
264         GL::Camera &camera = main_view.get_camera();
265         camera.set_position(pos);
266         camera.set_up_direction(up);
267         camera.set_look_direction(GL::Vector3(0, 0, -1));
268         camera.set_aspect(float(window.get_width())/window.get_height());
269         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
270 }
271
272 Object *Engineer::pick_object(const Vector &p)
273 {
274         const GL::Vector3 &start = main_view.get_camera().get_position();
275         GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
276
277         // XXX Do this better; make this function a template?
278         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, ray.slice<3>(0))))
279                 return veh;
280         return layout.pick<Track>(Ray(start, ray.slice<3>(0)));
281 }
282
283 void Engineer::emergency(Block *block, const string &)
284 {
285         if(block)
286         {
287                 TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
288                 tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
289                 tch3d->set_layer(2);
290                 emergencies.push_back(tch3d);
291         }
292 }
293
294 void Engineer::halt_event(bool h)
295 {
296         if(!h)
297         {
298                 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
299                         delete *i;
300                 emergencies.clear();
301         }
302 }
303
304 void Engineer::process_new_train(Train &train)
305 {
306         Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
307         overlay->set_label(loco3d, train.get_name());
308         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
309 }
310
311 void Engineer::train_added(Train &train)
312 {
313         new_trains.push_back(&train);
314
315         GL::Color best_color;
316         float best_d_sq = 0;
317         for(unsigned i=0; i<10; ++i)
318         {
319                 GL::Color color;
320                 unsigned h = rand()%3;
321                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
322                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
323                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
324                 color = color*(1/max(max(color.r, color.g), color.b));
325                 float min_d_sq = 3;
326                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
327                 {
328                         float dr = color.r-j->second.r;
329                         float dg = color.g-j->second.g;
330                         float db = color.b-j->second.b;
331                         float d_sq = dr*dr+dg*dg+db*db;
332                         if(d_sq<min_d_sq)
333                                 min_d_sq = d_sq;
334                 }
335                 if(min_d_sq>best_d_sq)
336                 {
337                         best_color = color;
338                         best_d_sq = min_d_sq;
339                 }
340         }
341         train_colors[&train] = best_color;
342
343         Allocation3D *alloc = new Allocation3D(layout_3d, train);
344         alloc->set_color(best_color);
345 }
346
347 void Engineer::sighandler(int sig)
348 {
349         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
350         {
351                 signal(sig, SIG_DFL);
352                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
353                 layout.get_driver().halt(true);
354                 layout.get_driver().flush();
355                 raise(sig);
356         }
357         else if(sig==SIGTERM || sig==SIGINT)
358                 exit(0);
359 }