]> git.tdb.fi Git - r2c2.git/blob - source/engineer/engineer.cpp
Complete rewrite of the engineer UI
[r2c2.git] / source / engineer / engineer.cpp
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/units.h>
18 #include <msp/time/utils.h>
19 #include "libr2c2/driver.h"
20 #include "libr2c2/trackcircuit.h"
21 #include "libr2c2/tracktype.h"
22 #include "3d/path.h"
23 #include "3d/track.h"
24 #include "3d/vehicle.h"
25 #include "engineer.h"
26 #include "mainwindow.h"
27 #include "traindialog.h"
28 #include "trainview.h"
29
30 using namespace std;
31 using namespace R2C2;
32 using namespace Msp;
33
34 Engineer::Engineer(int argc, char **argv):
35         options(argc, argv),
36         window(options.screen_w, options.screen_h, options.fullscreen),
37         keyboard(window),
38         mouse(window),
39         ui_res("r2c2.res"),
40         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
41         layout_3d(layout),
42         server(0),
43         pipeline(window.get_width(), window.get_height(), false),
44         picking(false),
45         picking_track(0),
46         picking_entry(0),
47         picking_path(0),
48         pointer_moved(false)
49 {
50         // Setup GUI
51         window.set_title("Railroad Engineer");
52         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
53
54         root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
55         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
56         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
57         root->set_visible(true);
58
59         main_wnd = new MainWindow(*this);
60         root->add(*main_wnd);
61         main_wnd->autosize();
62         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
63
64         overlay = new Overlay3D(ui_res.get_default_font());
65
66         // Setup railroad control
67         DataFile::load(catalogue, "tracks.dat");
68         DataFile::load(catalogue, "locos.dat");
69         DataFile::load(catalogue, "wagons.dat");
70         DataFile::load(layout, options.layout_fn);
71
72         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
73         layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
74         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
75         const set<Block *> &blocks = layout.get_all<Block>();
76         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
77                 (*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
78
79         if(FS::exists(options.state_fn))
80                 DataFile::load(layout, options.state_fn);
81
82         if(options.network)
83         {
84                 server = new Server(layout);
85                 server->use_event_dispatcher(event_disp);
86         }
87
88         // Setup 3D view
89         DataFile::load(arrow_mesh, "arrow.mesh");
90
91         pipeline.set_camera(&camera);
92         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
93         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
94         pipeline.add_renderable_for_pass(*overlay, "overlay");
95
96         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
97         light.set_diffuse(GL::Color(0.9));
98         lighting.set_ambient(GL::Color(0.4));
99         lighting.attach(0, light);
100
101         GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
102         pass->set_depth_test(&GL::DepthTest::lequal());
103         pass->set_lighting(&lighting);
104
105         pass = &pipeline.add_pass("unlit");
106         pass->set_depth_test(&GL::DepthTest::lequal());
107
108         pass = &pipeline.add_pass("overlay");
109         pass->set_blend(&GL::Blend::alpha());
110
111         view_all();
112
113         // Catch various signals so we can stop the trains in case we get terminated
114         catch_signal(SIGINT);
115         catch_signal(SIGTERM);
116         catch_signal(SIGSEGV);
117         catch_signal(SIGILL);
118         catch_signal(SIGFPE);
119         catch_signal(SIGABRT);
120 }
121
122 Engineer::~Engineer()
123 {
124         const map<unsigned, Train *> &trains = layout.get_trains();
125         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
126                 layout.get_driver().set_loco_speed(i->first, 0);
127         layout.get_driver().flush();
128
129         if(!options.simulate)
130         {
131                 layout.save_dynamic(options.state_fn+".tmp");
132                 FS::rename(options.state_fn+".tmp", options.state_fn);
133         }
134
135         delete overlay;
136         delete root;
137
138         delete server;
139 }
140
141 void Engineer::set_status(const string &text)
142 {
143         main_wnd->set_status_text(text);
144         status_timeout = Time::now()+10*Time::sec;
145 }
146
147 void Engineer::add_train_view(TrainView &tv)
148 {
149         train_views.push_back(&tv);
150 }
151
152 void Engineer::remove_train_view(TrainView &tv)
153 {
154         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
155 }
156
157 void Engineer::pick(bool with_ep)
158 {
159         picking = true;
160         picking_track = 0;
161         picking_entry = (with_ep ? 0 : -1);
162 }
163
164 int Engineer::main()
165 {
166         window.show();
167
168         return Application::main();
169 }
170
171 void Engineer::tick()
172 {
173         window.get_display().tick();
174
175         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
176                 process_new_train(**i);
177         new_trains.clear();
178
179         layout.tick();
180         event_disp.tick(Time::zero);
181
182         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
183                 (*i)->prepare();
184
185         if(status_timeout && Time::now()>status_timeout)
186         {
187                 main_wnd->set_status_text(string());
188                 status_timeout = Time::TimeStamp();
189         }
190
191         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
192
193         pipeline.render();
194
195         if(pointer_moved)
196         {
197                 pointer_moved = false;
198
199                 if(picking)
200                 {
201                         Track *track = dynamic_cast<Track *>(pick_object(pointer));
202                         if(track && track!=picking_track)
203                         {
204                                 picking_track = track;
205                                 if(picking_entry>=0)
206                                         picking_entry = 0;
207
208                                 delete picking_path;
209                                 picking_path = new Path3D(layout_3d.get_track(*track));
210                                 if(picking_entry>=0)
211                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
212                                 else
213                                         picking_path->set_mask(picking_track->get_type().get_paths());
214                                 picking_path->set_color(GL::Color(0));
215                                 picking_path->set_layer(1);
216                         }
217                 }
218         }
219
220         if(picking && picking_track && picking_entry>=0)
221         {
222                 camera.apply();
223                 GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
224
225                 Snap sn = picking_track->get_snap_node(picking_entry);
226
227                 GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
228                 GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
229
230                 arrow_mesh.draw();
231         }
232
233         root->render();
234
235         window.swap_buffers();
236 }
237
238 void Engineer::button_press(unsigned btn)
239 {
240         if(picking)
241         {
242                 if(btn==1 && picking_track)
243                 {
244                         picking = false;
245                         delete picking_path;
246                         picking_path = 0;
247                         signal_pick_done.emit(picking_track, picking_entry);
248                 }
249                 else if(btn==3 && picking_entry>=0)
250                 {
251                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
252                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
253                 }
254         }
255         else
256         {
257                 Object *obj = pick_object(pointer);
258                 if(Track *track = dynamic_cast<Track *>(obj))
259                 {
260                         if(track->get_turnout_id())
261                         {
262                                 Block &block = track->get_block();
263                                 if(block.get_train() && block.get_train()->is_block_critical(block))
264                                         set_status("Turnout is busy");
265                                 else
266                                 {
267                                         unsigned paths = track->get_type().get_paths();
268                                         unsigned i = track->get_active_path()+1;
269                                         while(!(paths&(1<<i)))
270                                         {
271                                                 if(!(paths>>i))
272                                                         i = 0;
273                                                 else
274                                                         ++i;
275                                         }
276                                         track->set_active_path(i);
277                                         set_status(format("Turnout %d", track->get_turnout_id()));
278                                 }
279                         }
280                         if(unsigned sid = track->get_sensor_id())
281                         {
282                                 if(options.simulate)
283                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
284                                 set_status(format("Sensor %d", sid));
285                         }
286                 }
287                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
288                 {
289                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
290                         root->add(*dlg);
291                         dlg->autosize();
292                 }
293         }
294 }
295
296 void Engineer::axis_motion(unsigned axis, float value, float)
297 {
298         if(axis==0)
299                 pointer.x = value;
300         if(axis==1)
301                 pointer.y = value;
302         pointer_moved = true;
303 }
304
305 void Engineer::view_all()
306 {
307         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
308
309         float view_aspect = float(window.get_width())/window.get_height();
310         float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
311         float best_score = 0;
312         GL::Vector3 pos;
313         GL::Vector3 up;
314         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
315         {
316                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
317                 BoundingBox bbox;
318                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
319                         bbox = bbox|trans.transform(i->second->get_track().get_bounding_box());
320
321                 const Vector &minp = bbox.get_minimum_point();
322                 const Vector &maxp = bbox.get_maximum_point();
323
324                 float width = maxp.x-minp.x;
325                 float height = maxp.y-minp.y;
326                 float aspect = width/height;
327                 float score = min(aspect/view_aspect, view_aspect/aspect);
328
329                 if(score>best_score)
330                 {
331                         best_score = score;
332
333                         float size = max(width/view_aspect, height);
334                         float c = cos(angle);
335                         float s = sin(angle);
336                         float x = (minp.x+maxp.x)/2;
337                         float y = (minp.y+maxp.y)/2;
338                         float z = max(size*1.05/view_height, 0.15);
339
340                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
341                         up = GL::Vector3(-s, c, 0);
342                 }
343         }
344
345         camera.set_position(pos);
346         camera.set_up_direction(up);
347         camera.set_look_direction(GL::Vector3(0, 0, -1));
348         camera.set_aspect(float(window.get_width())/window.get_height());
349         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
350 }
351
352 void Engineer::set_block_color(const Block &block, const GL::Color &color)
353 {
354         const set<Track *> &tracks = block.get_tracks();
355         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
356                 layout_3d.get_track(**i).get_path().set_color(color);
357 }
358
359 void Engineer::reset_block_color(const Block &block)
360 {
361         bool active = block.get_sensor().get_state()>Sensor::INACTIVE;
362
363         if(block.get_train())
364         {
365                 GL::Color color;
366                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
367                 if(i!=train_colors.end())
368                         color = i->second;
369
370                 if(active)
371                         set_block_color(block, color*0.6);
372                 else
373                         set_block_color(block, color*0.5+0.5);
374         }
375         else if(active)
376                 set_block_color(block, GL::Color(0.6));
377         else
378                 set_block_color(block, GL::Color(1));
379 }
380
381 Object *Engineer::pick_object(const Vector &p)
382 {
383         const GL::Vector3 &start = camera.get_position();
384         GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
385
386         // XXX Do this better; make this function a template?
387         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
388                 return veh;
389         return layout.pick<Track>(Ray(start, Vector(ray)));
390 }
391
392 void Engineer::process_new_train(Train &train)
393 {
394         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
395         overlay->set_label(loco3d, train.get_name());
396         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
397 }
398
399 void Engineer::train_added(Train &train)
400 {
401         new_trains.push_back(&train);
402
403         GL::Color best_color;
404         float best_d_sq = 0;
405         for(unsigned i=0; i<10; ++i)
406         {
407                 GL::Color color;
408                 unsigned h = rand()%3;
409                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
410                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
411                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
412                 color = color*(1/max(max(color.r, color.g), color.b));
413                 float min_d_sq = 3;
414                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
415                 {
416                         float dr = color.r-j->second.r;
417                         float dg = color.g-j->second.g;
418                         float db = color.b-j->second.b;
419                         float d_sq = dr*dr+dg*dg+db*db;
420                         if(d_sq<min_d_sq)
421                                 min_d_sq = d_sq;
422                 }
423                 if(min_d_sq>best_d_sq)
424                 {
425                         best_color = color;
426                         best_d_sq = min_d_sq;
427                 }
428         }
429         train_colors[&train] = best_color;
430 }
431
432 void Engineer::sighandler(int sig)
433 {
434         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
435         {
436                 signal(sig, SIG_DFL);
437                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
438                 const map<unsigned, Train *> &trains = layout.get_trains();
439                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
440                         layout.get_driver().set_loco_speed(i->first, 0);
441                 layout.get_driver().flush();
442                 raise(sig);
443         }
444         else if(sig==SIGTERM || sig==SIGINT)
445                 exit(0);
446 }