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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/gltk/floatingarrangement.h>
16 #include <msp/io/print.h>
17 #include <msp/strings/format.h>
18 #include <msp/time/units.h>
19 #include <msp/time/utils.h>
20 #include "libr2c2/driver.h"
21 #include "libr2c2/trackcircuit.h"
22 #include "libr2c2/tracktype.h"
23 #include "3d/allocation.h"
24 #include "3d/path.h"
25 #include "3d/track.h"
26 #include "3d/trackcircuit.h"
27 #include "3d/vehicle.h"
28 #include "engineer.h"
29 #include "mainwindow.h"
30 #include "newtraindialog.h"
31 #include "traindialog.h"
32 #include "trainview.h"
33
34 using namespace std;
35 using namespace R2C2;
36 using namespace Msp;
37
38 Engineer::Engineer(int argc, char **argv):
39         options(argc, argv),
40         window(options.screen_w, options.screen_h, options.fullscreen),
41         keyboard(window),
42         mouse(window),
43         ui_res("r2c2.res"),
44         import_active(false),
45         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
46         layout_3d(layout),
47         server(0),
48         main_view(layout_3d, window.get_width(), window.get_height())
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         GLtk::Layout *root_layout = new GLtk::Layout;
56         root->set_layout(root_layout);
57         root_layout->set_margin(GLtk::Sides());
58         root_arrangement = new GLtk::FloatingArrangement(*root_layout);
59         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
60         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
61         root->set_visible(true);
62
63         main_wnd = new MainWindow(*this);
64         root->add(*main_wnd);
65         main_wnd->autosize();
66         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
67
68         overlay = new Overlay3D(ui_res.get_default_font());
69
70         // Setup railroad control
71         DataFile::load(catalogue, "tracks.dat");
72         DataFile::load(catalogue, "locos.dat");
73         DataFile::load(catalogue, "wagons.dat");
74         DataFile::load(catalogue, "terrain.dat");
75         DataFile::load(layout, options.layout_fn);
76
77         if(layout.has_driver())
78                 layout.get_driver().signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
79         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
80         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
81         const set<Block *> &blocks = layout.get_all<Block>();
82         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
83                 if(TrackCircuit *tc = (*i)->get_sensor())
84                         new TrackCircuit3D(layout_3d, *tc);
85
86         const set<Track *> &tracks = layout.get_all<Track>();
87         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
88                 if((*i)->get_type().is_turnout())
89                         new Path3D(layout_3d.get_3d(**i));
90
91         if(FS::exists(options.state_fn))
92                 DataFile::load(layout, options.state_fn);
93
94         if(options.network)
95         {
96                 server = new Server(layout);
97                 server->use_event_dispatcher(event_disp);
98         }
99
100         // Setup 3D view
101         GL::Pipeline &pipeline = main_view.get_pipeline();
102
103         GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
104         pass->set_depth_test(&GL::DepthTest::lequal());
105         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
106
107         pass = &pipeline.add_pass("overlay");
108         pass->set_blend(&GL::Blend::alpha());
109         pipeline.add_renderable_for_pass(*overlay, "overlay");
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         if(!options.simulate)
125         {
126                 layout.save_dynamic(options.state_fn+".tmp");
127                 FS::rename(options.state_fn+".tmp", options.state_fn);
128         }
129
130         layout.get_driver().halt(true);
131         layout.get_driver().flush();
132
133         delete overlay;
134         delete root_arrangement;
135         delete root;
136
137         delete server;
138 }
139
140 void Engineer::set_status(const string &text)
141 {
142         main_wnd->set_status_text(text);
143         status_timeout = Time::now()+10*Time::sec;
144 }
145
146 void Engineer::add_train_view(TrainView &tv)
147 {
148         train_views.push_back(&tv);
149 }
150
151 void Engineer::remove_train_view(TrainView &tv)
152 {
153         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
154 }
155
156 int Engineer::main()
157 {
158         window.show();
159
160         return Application::main();
161 }
162
163 void Engineer::tick()
164 {
165         window.get_display().tick();
166
167         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
168                 process_new_train(**i);
169         new_trains.clear();
170
171         layout.tick();
172         event_disp.tick(Time::zero);
173
174         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
175                 (*i)->prepare();
176
177         if(status_timeout && Time::now()>status_timeout)
178         {
179                 main_wnd->set_status_text(string());
180                 status_timeout = Time::TimeStamp();
181         }
182
183         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
184
185         main_view.render();
186
187         root->render();
188
189         window.swap_buffers();
190 }
191
192 void Engineer::button_press(unsigned btn)
193 {
194         if(btn==1)
195         {
196                 Object *obj = pick_object(pointer);
197                 if(Track *track = dynamic_cast<Track *>(obj))
198                 {
199                         if(track->get_type().is_turnout())
200                         {
201                                 Block &block = track->get_block();
202                                 if(block.get_train() && block.get_train()->is_block_critical(block))
203                                         set_status("Turnout is busy");
204                                 else
205                                 {
206                                         unsigned paths = track->get_type().get_paths();
207                                         unsigned i = track->get_active_path()+1;
208                                         while(!(paths&(1<<i)))
209                                         {
210                                                 if(!(paths>>i))
211                                                         i = 0;
212                                                 else
213                                                         ++i;
214                                         }
215                                         track->set_active_path(i);
216                                         set_status(format("Turnout %d", track->get_turnout_address()));
217                                 }
218                         }
219                         if(unsigned saddr = track->get_sensor_address())
220                         {
221                                 if(options.simulate)
222                                         layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
223                                 set_status(format("Sensor %d", saddr));
224                         }
225                 }
226                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
227                 {
228                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
229                         root->add(*dlg);
230                         dlg->autosize();
231                 }
232         }
233 }
234
235 void Engineer::axis_motion(unsigned axis, float value, float)
236 {
237         if(axis==0)
238                 pointer.x = value;
239         if(axis==1)
240                 pointer.y = value;
241 }
242
243 void Engineer::view_all()
244 {
245         const Layout3D::ObjectMap &objects = layout_3d.get_all();
246
247         float view_aspect = float(window.get_width())/window.get_height();
248         float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
249         float best_score = 0;
250         GL::Vector3 pos;
251         GL::Vector3 up;
252         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
253         {
254                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
255                 BoundingBox bbox;
256                 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
257                         bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
258
259                 const Vector &minp = bbox.get_minimum_point();
260                 const Vector &maxp = bbox.get_maximum_point();
261
262                 float width = maxp.x-minp.x;
263                 float height = maxp.y-minp.y;
264                 float aspect = width/height;
265                 float score = min(aspect/view_aspect, view_aspect/aspect);
266
267                 if(score>best_score)
268                 {
269                         best_score = score;
270
271                         float size = max(width/view_aspect, height);
272                         float c = cos(angle);
273                         float s = sin(angle);
274                         float x = (minp.x+maxp.x)/2;
275                         float y = (minp.y+maxp.y)/2;
276                         float z = max(size*1.05/view_height, 0.15);
277
278                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
279                         up = GL::Vector3(-s, c, 0);
280                 }
281         }
282
283         GL::Camera &camera = main_view.get_camera();
284         camera.set_position(pos);
285         camera.set_up_direction(up);
286         camera.set_look_direction(GL::Vector3(0, 0, -1));
287         camera.set_aspect(float(window.get_width())/window.get_height());
288         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
289 }
290
291 Object *Engineer::pick_object(const Vector &p)
292 {
293         const GL::Vector3 &start = main_view.get_camera().get_position();
294         GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
295
296         // XXX Do this better; make this function a template?
297         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
298                 return veh;
299         return layout.pick<Track>(Ray(start, Vector(ray)));
300 }
301
302 void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
303 {
304         if(!import_active)
305         {
306                 NewTrainDialog *dlg = new NewTrainDialog(*this);
307                 dlg->prefill(loco);
308                 dlg->signal_response.connect(sigc::mem_fun(this, &Engineer::import_finished));
309                 root->add(*dlg);
310                 import_active = true;
311         }
312 }
313
314 void Engineer::import_finished(int)
315 {
316         import_active = false;
317 }
318
319 void Engineer::process_new_train(Train &train)
320 {
321         Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
322         overlay->set_label(loco3d, train.get_name());
323         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
324 }
325
326 void Engineer::train_added(Train &train)
327 {
328         new_trains.push_back(&train);
329
330         GL::Color best_color;
331         float best_d_sq = 0;
332         for(unsigned i=0; i<10; ++i)
333         {
334                 GL::Color color;
335                 unsigned h = rand()%3;
336                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
337                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
338                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
339                 color = color*(1/max(max(color.r, color.g), color.b));
340                 float min_d_sq = 3;
341                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
342                 {
343                         float dr = color.r-j->second.r;
344                         float dg = color.g-j->second.g;
345                         float db = color.b-j->second.b;
346                         float d_sq = dr*dr+dg*dg+db*db;
347                         if(d_sq<min_d_sq)
348                                 min_d_sq = d_sq;
349                 }
350                 if(min_d_sq>best_d_sq)
351                 {
352                         best_color = color;
353                         best_d_sq = min_d_sq;
354                 }
355         }
356         train_colors[&train] = best_color;
357
358         Allocation3D *alloc = new Allocation3D(layout_3d, train);
359         alloc->set_color(best_color);
360 }
361
362 void Engineer::sighandler(int sig)
363 {
364         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
365         {
366                 signal(sig, SIG_DFL);
367                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
368                 layout.get_driver().halt(true);
369                 layout.get_driver().flush();
370                 raise(sig);
371         }
372         else if(sig==SIGTERM || sig==SIGINT)
373                 exit(0);
374 }