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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 "traindialog.h"
31 #include "trainview.h"
32
33 using namespace std;
34 using namespace R2C2;
35 using namespace Msp;
36
37 Engineer::Engineer(int argc, char **argv):
38         options(argc, argv),
39         window(options.screen_w, options.screen_h, options.fullscreen),
40         keyboard(window),
41         mouse(window),
42         ui_res("r2c2.res"),
43         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
44         layout_3d(layout),
45         server(0),
46         main_view(layout_3d, window.get_width(), window.get_height())
47 {
48         // Setup GUI
49         window.set_title("Railroad Engineer");
50         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
51
52         root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
53         GLtk::Layout *root_layout = new GLtk::Layout;
54         root->set_layout(root_layout);
55         root_layout->set_margin(GLtk::Sides());
56         root_arrangement = new GLtk::FloatingArrangement(*root_layout);
57         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
58         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
59         root->set_visible(true);
60
61         main_wnd = new MainWindow(*this);
62         root->add(*main_wnd);
63         main_wnd->autosize();
64         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
65
66         overlay = new Overlay3D(ui_res.get_default_font());
67
68         // Setup railroad control
69         DataFile::load(catalogue, "tracks.dat");
70         DataFile::load(catalogue, "locos.dat");
71         DataFile::load(catalogue, "wagons.dat");
72         DataFile::load(layout, options.layout_fn);
73
74         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
75         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
76         const set<Block *> &blocks = layout.get_all<Block>();
77         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
78                 if(TrackCircuit *tc = (*i)->get_sensor())
79                         new TrackCircuit3D(layout_3d, *tc);
80
81         const set<Track *> &tracks = layout.get_all<Track>();
82         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
83                 if((*i)->get_type().is_turnout())
84                         new Path3D(layout_3d.get_3d(**i));
85
86         if(FS::exists(options.state_fn))
87                 DataFile::load(layout, options.state_fn);
88
89         if(options.network)
90         {
91                 server = new Server(layout);
92                 server->use_event_dispatcher(event_disp);
93         }
94
95         // Setup 3D view
96         GL::Pipeline &pipeline = main_view.get_pipeline();
97
98         GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
99         pass->set_depth_test(&GL::DepthTest::lequal());
100         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
101
102         pass = &pipeline.add_pass("overlay");
103         pass->set_blend(&GL::Blend::alpha());
104         pipeline.add_renderable_for_pass(*overlay, "overlay");
105
106         view_all();
107
108         // Catch various signals so we can stop the trains in case we get terminated
109         catch_signal(SIGINT);
110         catch_signal(SIGTERM);
111         catch_signal(SIGSEGV);
112         catch_signal(SIGILL);
113         catch_signal(SIGFPE);
114         catch_signal(SIGABRT);
115 }
116
117 Engineer::~Engineer()
118 {
119         const map<unsigned, Train *> &trains = layout.get_trains();
120         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
121                 layout.get_driver().set_loco_speed(i->first, 0);
122         layout.get_driver().flush();
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         delete overlay;
131         delete root_arrangement;
132         delete root;
133
134         delete server;
135 }
136
137 void Engineer::set_status(const string &text)
138 {
139         main_wnd->set_status_text(text);
140         status_timeout = Time::now()+10*Time::sec;
141 }
142
143 void Engineer::add_train_view(TrainView &tv)
144 {
145         train_views.push_back(&tv);
146 }
147
148 void Engineer::remove_train_view(TrainView &tv)
149 {
150         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
151 }
152
153 int Engineer::main()
154 {
155         window.show();
156
157         return Application::main();
158 }
159
160 void Engineer::tick()
161 {
162         window.get_display().tick();
163
164         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
165                 process_new_train(**i);
166         new_trains.clear();
167
168         layout.tick();
169         event_disp.tick(Time::zero);
170
171         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
172                 (*i)->prepare();
173
174         if(status_timeout && Time::now()>status_timeout)
175         {
176                 main_wnd->set_status_text(string());
177                 status_timeout = Time::TimeStamp();
178         }
179
180         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
181
182         main_view.render();
183
184         root->render();
185
186         window.swap_buffers();
187 }
188
189 void Engineer::button_press(unsigned btn)
190 {
191         if(btn==1)
192         {
193                 Object *obj = pick_object(pointer);
194                 if(Track *track = dynamic_cast<Track *>(obj))
195                 {
196                         if(track->get_turnout_address())
197                         {
198                                 Block &block = track->get_block();
199                                 if(block.get_train() && block.get_train()->is_block_critical(block))
200                                         set_status("Turnout is busy");
201                                 else
202                                 {
203                                         unsigned paths = track->get_type().get_paths();
204                                         unsigned i = track->get_active_path()+1;
205                                         while(!(paths&(1<<i)))
206                                         {
207                                                 if(!(paths>>i))
208                                                         i = 0;
209                                                 else
210                                                         ++i;
211                                         }
212                                         track->set_active_path(i);
213                                         set_status(format("Turnout %d", track->get_turnout_address()));
214                                 }
215                         }
216                         if(unsigned saddr = track->get_sensor_address())
217                         {
218                                 if(options.simulate)
219                                         layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
220                                 set_status(format("Sensor %d", saddr));
221                         }
222                 }
223                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
224                 {
225                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
226                         root->add(*dlg);
227                         dlg->autosize();
228                 }
229         }
230 }
231
232 void Engineer::axis_motion(unsigned axis, float value, float)
233 {
234         if(axis==0)
235                 pointer.x = value;
236         if(axis==1)
237                 pointer.y = value;
238 }
239
240 void Engineer::view_all()
241 {
242         const Layout3D::ObjectMap &objects = layout_3d.get_all();
243
244         float view_aspect = float(window.get_width())/window.get_height();
245         float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
246         float best_score = 0;
247         GL::Vector3 pos;
248         GL::Vector3 up;
249         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
250         {
251                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
252                 BoundingBox bbox;
253                 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
254                         bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
255
256                 const Vector &minp = bbox.get_minimum_point();
257                 const Vector &maxp = bbox.get_maximum_point();
258
259                 float width = maxp.x-minp.x;
260                 float height = maxp.y-minp.y;
261                 float aspect = width/height;
262                 float score = min(aspect/view_aspect, view_aspect/aspect);
263
264                 if(score>best_score)
265                 {
266                         best_score = score;
267
268                         float size = max(width/view_aspect, height);
269                         float c = cos(angle);
270                         float s = sin(angle);
271                         float x = (minp.x+maxp.x)/2;
272                         float y = (minp.y+maxp.y)/2;
273                         float z = max(size*1.05/view_height, 0.15);
274
275                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
276                         up = GL::Vector3(-s, c, 0);
277                 }
278         }
279
280         GL::Camera &camera = main_view.get_camera();
281         camera.set_position(pos);
282         camera.set_up_direction(up);
283         camera.set_look_direction(GL::Vector3(0, 0, -1));
284         camera.set_aspect(float(window.get_width())/window.get_height());
285         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
286 }
287
288 Object *Engineer::pick_object(const Vector &p)
289 {
290         const GL::Vector3 &start = main_view.get_camera().get_position();
291         GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
292
293         // XXX Do this better; make this function a template?
294         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
295                 return veh;
296         return layout.pick<Track>(Ray(start, Vector(ray)));
297 }
298
299 void Engineer::process_new_train(Train &train)
300 {
301         Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
302         overlay->set_label(loco3d, train.get_name());
303         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
304 }
305
306 void Engineer::train_added(Train &train)
307 {
308         new_trains.push_back(&train);
309
310         GL::Color best_color;
311         float best_d_sq = 0;
312         for(unsigned i=0; i<10; ++i)
313         {
314                 GL::Color color;
315                 unsigned h = rand()%3;
316                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
317                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
318                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
319                 color = color*(1/max(max(color.r, color.g), color.b));
320                 float min_d_sq = 3;
321                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
322                 {
323                         float dr = color.r-j->second.r;
324                         float dg = color.g-j->second.g;
325                         float db = color.b-j->second.b;
326                         float d_sq = dr*dr+dg*dg+db*db;
327                         if(d_sq<min_d_sq)
328                                 min_d_sq = d_sq;
329                 }
330                 if(min_d_sq>best_d_sq)
331                 {
332                         best_color = color;
333                         best_d_sq = min_d_sq;
334                 }
335         }
336         train_colors[&train] = best_color;
337
338         Allocation3D *alloc = new Allocation3D(layout_3d, train);
339         alloc->set_color(best_color);
340 }
341
342 void Engineer::sighandler(int sig)
343 {
344         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
345         {
346                 signal(sig, SIG_DFL);
347                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
348                 const map<unsigned, Train *> &trains = layout.get_trains();
349                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
350                         layout.get_driver().set_loco_speed(i->first, 0);
351                 layout.get_driver().flush();
352                 raise(sig);
353         }
354         else if(sig==SIGTERM || sig==SIGINT)
355                 exit(0);
356 }