]> git.tdb.fi Git - r2c2.git/blob - source/engineer/engineer.cpp
Add a dialog and necessary support code to display departures
[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/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 "libr2c2/zone.h"
24 #include "3d/allocation.h"
25 #include "3d/path.h"
26 #include "3d/track.h"
27 #include "3d/trackcircuit.h"
28 #include "3d/vehicle.h"
29 #include "departuresdialog.h"
30 #include "dynamicdialog.h"
31 #include "engineer.h"
32 #include "mainwindow.h"
33 #include "newtraindialog.h"
34 #include "traindialog.h"
35
36 using namespace std;
37 using namespace R2C2;
38 using namespace Msp;
39
40 Engineer::Engineer(int argc, char **argv):
41         options(argc, argv),
42         window(options.screen_w, options.screen_h, options.fullscreen),
43         keyboard(window),
44         mouse(window),
45         ui_res("data/r2c2.res"),
46         import_active(false),
47         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
48         layout_3d(layout),
49         server(0),
50         main_view(layout_3d, window.get_width(), window.get_height()),
51         emergency_blink_state(0)
52 {
53         // Setup GUI
54         window.set_title("Railroad Engineer");
55         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
56
57         root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
58         GLtk::Layout *root_layout = new GLtk::Layout;
59         root->set_layout(root_layout);
60         root_layout->set_margin(GLtk::Sides());
61         root_arrangement = new GLtk::FloatingArrangement(*root_layout);
62         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
63         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
64         root->set_visible(true);
65
66         main_wnd = new MainWindow(*this);
67         root->add(*main_wnd);
68         main_wnd->autosize();
69         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
70
71         overlay = new Overlay3D(ui_res.get_default_font());
72
73         // Setup railroad control
74         catalogue.add_source("data/Märklin/H0");
75         DataFile::load(layout, options.layout_fn);
76
77         if(layout.has_driver())
78         {
79                 Driver &driver = layout.get_driver();
80                 driver.signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
81                 driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
82         }
83         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
84         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
85         const set<Block *> &blocks = layout.get_all<Block>();
86         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
87                 if(TrackCircuit *tc = (*i)->get_sensor())
88                         new TrackCircuit3D(layout_3d, *tc);
89
90         const set<Track *> &tracks = layout.get_all<Track>();
91         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
92                 if((*i)->get_type().is_turnout())
93                         new Path3D(layout_3d.get_3d(**i));
94
95         if(FS::exists(options.state_fn))
96                 DataFile::load(layout, options.state_fn);
97
98         if(options.network)
99         {
100                 server = new Server(layout);
101                 server->use_event_dispatcher(event_disp);
102         }
103
104         // Setup 3D view
105         GL::Pipeline &pipeline = main_view.get_pipeline();
106
107         GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
108         pass->set_depth_test(&GL::DepthTest::lequal());
109         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
110
111         pass = &pipeline.add_pass("overlay");
112         pass->set_blend(&GL::Blend::alpha());
113         pipeline.add_renderable_for_pass(*overlay, "overlay");
114
115         view_all();
116
117         // Catch various signals so we can stop the trains in case we get terminated
118         catch_signal(SIGINT);
119         catch_signal(SIGTERM);
120         catch_signal(SIGSEGV);
121         catch_signal(SIGILL);
122         catch_signal(SIGFPE);
123         catch_signal(SIGABRT);
124 }
125
126 Engineer::~Engineer()
127 {
128         if(!options.simulate)
129         {
130                 layout.save_dynamic(options.state_fn+".tmp");
131                 FS::rename(options.state_fn+".tmp", options.state_fn);
132         }
133
134         layout.get_driver().halt(true);
135         layout.get_driver().flush();
136
137         delete overlay;
138         delete root_arrangement;
139         delete root;
140
141         delete server;
142 }
143
144 void Engineer::set_status(const string &text)
145 {
146         main_wnd->set_status_text(text);
147         status_timeout = Time::now()+10*Time::sec;
148 }
149
150 void Engineer::add_dynamic_dialog(DynamicDialog &tv)
151 {
152         dyn_dialogs.push_back(&tv);
153 }
154
155 void Engineer::remove_dynamic_dialog(DynamicDialog &tv)
156 {
157         dyn_dialogs.erase(remove(dyn_dialogs.begin(), dyn_dialogs.end(), &tv), dyn_dialogs.end());
158 }
159
160 int Engineer::main()
161 {
162         window.show();
163
164         return Application::main();
165 }
166
167 void Engineer::tick()
168 {
169         window.get_display().tick();
170
171         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
172                 process_new_train(**i);
173         new_trains.clear();
174
175         layout.tick(options.sim_speed);
176         layout_3d.tick();
177         event_disp.tick(Time::zero);
178
179         for(list<DynamicDialog *>::iterator i=dyn_dialogs.begin(); i!=dyn_dialogs.end(); ++i)
180                 (*i)->update();
181
182         Time::TimeStamp t = Time::now();
183         if(status_timeout && t>status_timeout)
184         {
185                 main_wnd->set_status_text(string());
186                 status_timeout = Time::TimeStamp();
187         }
188         if(!emergencies.empty() && t>emergency_blink_timeout)
189         {
190                 emergency_blink_state = (emergency_blink_state+1)%2;
191                 GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
192                 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
193                         (*i)->set_color(color);
194                 emergency_blink_timeout = t+0.5*Time::sec;
195         }
196
197         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
198
199         main_view.render();
200
201         root->render();
202
203         window.swap_buffers();
204 }
205
206 void Engineer::button_press(unsigned btn)
207 {
208         if(btn==1)
209         {
210                 Object *obj = pick_object(pointer);
211                 if(Track *track = dynamic_cast<Track *>(obj))
212                 {
213                         if(track->get_type().is_turnout())
214                         {
215                                 Block &block = track->get_block();
216                                 if(block.get_train() && block.get_train()->is_block_critical(block))
217                                         set_status("Turnout is busy");
218                                 else
219                                 {
220                                         unsigned paths = track->get_type().get_paths();
221                                         unsigned i = track->get_active_path()+1;
222                                         while(!(paths&(1<<i)))
223                                         {
224                                                 if(!(paths>>i))
225                                                         i = 0;
226                                                 else
227                                                         ++i;
228                                         }
229                                         track->set_active_path(i);
230                                         set_status(format("Turnout %d", track->get_turnout_address()));
231                                 }
232                         }
233                         else if(unsigned saddr = track->get_sensor_address())
234                         {
235                                 if(options.simulate)
236                                         layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
237                                 set_status(format("Sensor %d", saddr));
238                         }
239                         else
240                         {
241                                 const set<Zone *> &zones = layout.get_all<Zone>();
242                                 for(set<Zone *>::const_iterator i=zones.begin(); i!=zones.end(); ++i)
243                                         if((*i)->has_track(*track))
244                                         {
245                                                 DeparturesDialog *dlg = new DeparturesDialog(layout, (*i)->get_group());
246                                                 root->add(*dlg);
247                                                 break;
248                                         }
249                         }
250                 }
251                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
252                 {
253                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
254                         root->add(*dlg);
255                         dlg->autosize();
256                 }
257         }
258 }
259
260 void Engineer::axis_motion(unsigned axis, float value, float)
261 {
262         if(axis==0)
263                 pointer.x = value;
264         if(axis==1)
265                 pointer.y = value;
266 }
267
268 void Engineer::view_all()
269 {
270         const Layout3D::ObjectMap &objects = layout_3d.get_all();
271
272         float view_aspect = float(window.get_width())/window.get_height();
273         float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
274         float best_score = 0;
275         GL::Vector3 pos;
276         GL::Vector3 up;
277         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
278         {
279                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
280                 BoundingBox bbox;
281                 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
282                         bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
283
284                 const Vector &minp = bbox.get_minimum_point();
285                 const Vector &maxp = bbox.get_maximum_point();
286
287                 float width = maxp.x-minp.x;
288                 float height = maxp.y-minp.y;
289                 float aspect = width/height;
290                 float score = min(aspect/view_aspect, view_aspect/aspect);
291
292                 if(score>best_score)
293                 {
294                         best_score = score;
295
296                         float size = max(width/view_aspect, height);
297                         float c = cos(angle);
298                         float s = sin(angle);
299                         float x = (minp.x+maxp.x)/2;
300                         float y = (minp.y+maxp.y)/2;
301                         float z = max(size*1.05/view_height, 0.15);
302
303                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
304                         up = GL::Vector3(-s, c, 0);
305                 }
306         }
307
308         GL::Camera &camera = main_view.get_camera();
309         camera.set_position(pos);
310         camera.set_up_direction(up);
311         camera.set_look_direction(GL::Vector3(0, 0, -1));
312         camera.set_aspect(float(window.get_width())/window.get_height());
313         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
314 }
315
316 Object *Engineer::pick_object(const Vector &p)
317 {
318         const GL::Vector3 &start = main_view.get_camera().get_position();
319         GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
320
321         // XXX Do this better; make this function a template?
322         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, ray.slice<3>(0))))
323                 return veh;
324         return layout.pick<Track>(Ray(start, ray.slice<3>(0)));
325 }
326
327 void Engineer::emergency(Block *block, const string &msg)
328 {
329         set_status(msg);
330         if(block)
331         {
332                 TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
333                 tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
334                 tch3d->set_layer(2);
335                 emergencies.push_back(tch3d);
336         }
337 }
338
339 void Engineer::halt_event(bool h)
340 {
341         if(!h)
342         {
343                 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
344                         delete *i;
345                 emergencies.clear();
346         }
347 }
348
349 void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
350 {
351         if(!import_active)
352         {
353                 NewTrainDialog *dlg = new NewTrainDialog(*this);
354                 dlg->prefill(loco);
355                 dlg->signal_response.connect(sigc::mem_fun(this, &Engineer::import_finished));
356                 root->add(*dlg);
357                 import_active = true;
358         }
359 }
360
361 void Engineer::import_finished(int)
362 {
363         import_active = false;
364 }
365
366 void Engineer::process_new_train(Train &train)
367 {
368         Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
369         overlay->set_label(loco3d, train.get_name());
370         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
371 }
372
373 void Engineer::train_added(Train &train)
374 {
375         new_trains.push_back(&train);
376
377         GL::Color best_color;
378         float best_d_sq = 0;
379         for(unsigned i=0; i<10; ++i)
380         {
381                 GL::Color color;
382                 unsigned h = rand()%3;
383                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
384                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
385                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
386                 color = color*(1/max(max(color.r, color.g), color.b));
387                 float min_d_sq = 3;
388                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
389                 {
390                         float dr = color.r-j->second.r;
391                         float dg = color.g-j->second.g;
392                         float db = color.b-j->second.b;
393                         float d_sq = dr*dr+dg*dg+db*db;
394                         if(d_sq<min_d_sq)
395                                 min_d_sq = d_sq;
396                 }
397                 if(min_d_sq>best_d_sq)
398                 {
399                         best_color = color;
400                         best_d_sq = min_d_sq;
401                 }
402         }
403         train_colors[&train] = best_color;
404
405         Allocation3D *alloc = new Allocation3D(layout_3d, train);
406         alloc->set_color(best_color);
407 }
408
409 void Engineer::sighandler(int sig)
410 {
411         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
412         {
413                 signal(sig, SIG_DFL);
414                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
415                 layout.get_driver().halt(true);
416                 layout.get_driver().flush();
417                 raise(sig);
418         }
419         else if(sig==SIGTERM || sig==SIGINT)
420                 exit(0);
421 }