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Fix remaining exception class names
[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/projection.h>
15 #include <msp/gl/tests.h>
16 #include <msp/gl/transform.h>
17 #include <msp/io/print.h>
18 #include <msp/strings/format.h>
19 #include <msp/time/units.h>
20 #include <msp/time/utils.h>
21 #include "libr2c2/driver.h"
22 #include "libr2c2/tracktype.h"
23 #include "3d/path.h"
24 #include "3d/track.h"
25 #include "3d/vehicle.h"
26 #include "engineer.h"
27 #include "mainpanel.h"
28 #include "trainpanel.h"
29 #include "trainproperties.h"
30 #include "trainview.h"
31
32 using namespace std;
33 using namespace R2C2;
34 using namespace Msp;
35
36 Application::RegApp<Engineer> Engineer::reg;
37
38 Engineer::Engineer(int argc, char **argv):
39         options(argc, argv),
40         window(options.screen_w, options.screen_h, options.fullscreen),
41         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
42         layout_3d(layout),
43         server(0),
44         pipeline(window.get_width(), window.get_height(), false),
45         picking(false),
46         picking_track(0),
47         picking_entry(0),
48         picking_path(0),
49         pointer_x(0),
50         pointer_y(0),
51         pointer_moved(false)
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         DataFile::load(ui_res, "r2c2.res");
58         root = new GLtk::Root(ui_res, window);
59         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
60         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
61         root->set_visible(true);
62
63         main_panel = new MainPanel(*this);
64         root->add(*main_panel);
65         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
66         main_panel->set_visible(true);
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(layout, options.layout_fn);
75
76         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
77         layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
78         layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
79         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
80
81         if(FS::exists(options.state_fn))
82                 DataFile::load(layout, options.state_fn);
83
84         if(options.network)
85         {
86                 server = new Server(layout);
87                 server->use_event_dispatcher(event_disp);
88         }
89
90         // Setup 3D view
91         DataFile::load(arrow_mesh, "arrow.mesh");
92
93         pipeline.set_camera(&camera);
94         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
95         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
96         pipeline.add_renderable_for_pass(*overlay, "overlay");
97
98         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
99         light.set_diffuse(GL::Color(0.9));
100         lighting.set_ambient(GL::Color(0.4));
101         lighting.attach(0, light);
102
103         GL::PipelinePass *pass = &pipeline.add_pass(0);
104         pass->depth_test = &GL::DepthTest::lequal();
105         pass->lighting = &lighting;
106
107         pass = &pipeline.add_pass("unlit");
108         pass->depth_test = &GL::DepthTest::lequal();
109
110         pass = &pipeline.add_pass("overlay");
111         pass->blend = &GL::Blend::alpha();
112
113         view_all();
114
115         // Catch various signals so we can stop the trains in case we get terminated
116         catch_signal(SIGINT);
117         catch_signal(SIGTERM);
118         catch_signal(SIGSEGV);
119         catch_signal(SIGILL);
120         catch_signal(SIGFPE);
121         catch_signal(SIGABRT);
122 }
123
124 Engineer::~Engineer()
125 {
126         const map<unsigned, Train *> &trains = layout.get_trains();
127         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
128                 layout.get_driver().set_loco_speed(i->first, 0);
129         layout.get_driver().flush();
130
131         if(!options.simulate)
132         {
133                 layout.save_dynamic(options.state_fn+".tmp");
134                 FS::rename(options.state_fn+".tmp", options.state_fn);
135         }
136
137         delete overlay;
138         delete root;
139
140         delete server;
141 }
142
143 void Engineer::set_status(const string &text)
144 {
145         main_panel->set_status_text(text);
146         status_timeout = Time::now()+10*Time::sec;
147 }
148
149 void Engineer::rearrange_panels()
150 {
151         int y = main_panel->get_geometry().y;
152         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
153         {
154                 y -= (*i)->get_geometry().h;
155                 (*i)->set_position(0, y);
156         }
157 }
158
159 void Engineer::add_train_view(TrainView &tv)
160 {
161         train_views.push_back(&tv);
162 }
163
164 void Engineer::remove_train_view(TrainView &tv)
165 {
166         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
167 }
168
169 void Engineer::pick(bool with_ep)
170 {
171         picking = true;
172         picking_track = 0;
173         picking_entry = (with_ep ? 0 : -1);
174 }
175
176 int Engineer::main()
177 {
178         window.show();
179
180         return Application::main();
181 }
182
183 void Engineer::tick()
184 {
185         window.get_display().tick();
186
187         layout.tick();
188         event_disp.tick(Time::zero);
189
190         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
191                 (*i)->prepare();
192
193         if(status_timeout && Time::now()>status_timeout)
194         {
195                 main_panel->set_status_text(string());
196                 status_timeout = Time::TimeStamp();
197         }
198
199         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
200
201         pipeline.render_all();
202
203         if(pointer_moved)
204         {
205                 pointer_moved = false;
206
207                 if(picking)
208                 {
209                         Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
210                         if(track && track!=picking_track)
211                         {
212                                 picking_track = track;
213                                 if(picking_entry>=0)
214                                         picking_entry = 0;
215
216                                 delete picking_path;
217                                 picking_path = new Path3D(layout_3d.get_track(*track));
218                                 if(picking_entry>=0)
219                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
220                                 else
221                                         picking_path->set_mask(picking_track->get_type().get_paths());
222                                 picking_path->set_color(GL::Color(0));
223                                 picking_path->set_layer(1);
224                         }
225                 }
226         }
227
228         if(picking && picking_track && picking_entry>=0)
229         {
230                 GL::PushMatrix push_mat;
231
232                 float rot = picking_track->get_endpoint_direction(picking_entry);
233                 Vector pos = picking_track->get_endpoint_position(picking_entry);
234
235                 GL::translate(pos.x, pos.y, pos.z+0.03);
236                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
237
238                 arrow_mesh.draw();
239         }
240
241         const GLtk::Geometry &rgeom = root->get_geometry();
242         GL::matrix_mode(GL::PROJECTION);
243         GL::load_identity();
244         GL::ortho_bottomleft(rgeom.w, rgeom.h);
245         GL::matrix_mode(GL::MODELVIEW);
246         GL::load_identity();
247
248         {
249                 GL::Bind blend(GL::Blend::alpha());
250                 root->render();
251                 GL::Texture::unbind();
252         }
253
254         window.swap_buffers();
255 }
256
257 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
258 {
259         if(picking)
260         {
261                 if(btn==1 && picking_track)
262                 {
263                         picking = false;
264                         delete picking_path;
265                         picking_path = 0;
266                         signal_pick_done.emit(picking_track, picking_entry);
267                 }
268                 else if(btn==3 && picking_entry>=0)
269                 {
270                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
271                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
272                 }
273         }
274         else
275         {
276                 Track *track = pick_track(x, window.get_height()-y-1);
277                 if(track)
278                 {
279                         if(track->get_turnout_id())
280                         {
281                                 Block &block = track->get_block();
282                                 if(block.get_train() && !block.get_train()->free_block(block))
283                                         set_status("Turnout is busy");
284                                 else
285                                 {
286                                         unsigned paths = track->get_type().get_paths();
287                                         unsigned i = track->get_active_path()+1;
288                                         while(!(paths&(1<<i)))
289                                         {
290                                                 if(!(paths>>i))
291                                                         i = 0;
292                                                 else
293                                                         ++i;
294                                         }
295                                         track->set_active_path(i);
296                                         set_status(format("Turnout %d", track->get_turnout_id()));
297                                 }
298                         }
299                         if(unsigned sid = track->get_sensor_id())
300                         {
301                                 if(options.simulate)
302                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
303                                 set_status(format("Sensor %d", sid));
304                         }
305                 }
306         }
307 }
308
309 void Engineer::pointer_motion(int x, int y)
310 {
311         pointer_x = x;
312         pointer_y = y;
313         pointer_moved = true;
314 }
315
316 void Engineer::view_all()
317 {
318         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
319
320         float view_aspect = float(window.get_width()-200)/window.get_height();
321         float view_height = tan(camera.get_field_of_view()/2)*2;
322         float best_score = 0;
323         GL::Vector3 pos;
324         GL::Vector3 up;
325         for(float angle=0; angle<M_PI; angle+=0.01)
326         {
327                 float min_x = 0;
328                 float max_x = 0;
329                 float min_y = 0;
330                 float max_y = 0;
331                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
332                 {
333                         Vector minp, maxp;
334                         i->second->get_bounds(angle, minp, maxp);
335                         min_x = min(min_x, minp.x);
336                         max_x = max(max_x, maxp.x);
337                         min_y = min(min_y, minp.y);
338                         max_y = max(max_y, maxp.y);
339                 }
340
341                 float width = max_x-min_x;
342                 float height = max_y-min_y;
343                 float aspect = width/height;
344                 float score = min(aspect/view_aspect, view_aspect/aspect);
345
346                 if(score>best_score)
347                 {
348                         best_score = score;
349
350                         float size = max(width/view_aspect, height);
351                         float c = cos(angle);
352                         float s = sin(angle);
353                         float x = (min_x+max_x)/2-size*105/window.get_height();
354                         float y = (min_y+max_y)/2;
355                         float z = max(size*1.05/view_height, 0.15);
356
357                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
358                         up = GL::Vector3(-s, c, 0);
359                 }
360         }
361
362         camera.set_position(pos);
363         camera.set_up_direction(up);
364         camera.set_look_direction(GL::Vector3(0, 0, -1));
365         camera.set_aspect(float(window.get_width())/window.get_height());
366         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
367 }
368
369 void Engineer::set_block_color(const Block &block, const GL::Color &color)
370 {
371         const set<Track *> &tracks = block.get_tracks();
372         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
373                 layout_3d.get_track(**i).get_path().set_color(color);
374 }
375
376 void Engineer::reset_block_color(const Block &block)
377 {
378         bool active = block.get_state()>Block::INACTIVE;
379
380         if(block.get_train())
381         {
382                 GL::Color color;
383                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
384                 if(i!=train_colors.end())
385                         color = i->second;
386
387                 if(active)
388                         set_block_color(block, color*0.6);
389                 else
390                         set_block_color(block, color*0.5+0.5);
391         }
392         else if(active)
393                 set_block_color(block, GL::Color(0.6));
394         else
395                 set_block_color(block, GL::Color(1));
396 }
397
398 Track *Engineer::pick_track(int x, int y)
399 {
400         const GL::Vector3 &start = camera.get_position();
401         float xx = x*2.0/window.get_width()-1.0;
402         float yy = y*2.0/window.get_height()-1.0;
403         GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
404
405         return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
406 }
407
408 void Engineer::train_added(Train &train)
409 {
410         TrainPanel *tpanel = new TrainPanel(*this, train);
411         root->add(*tpanel);
412         train_panels.push_back(tpanel);
413         rearrange_panels();
414
415         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
416         overlay->set_label(loco3d, train.get_name());
417         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
418
419         GL::Color best_color;
420         float best_d_sq = 0;
421         for(unsigned i=0; i<10; ++i)
422         {
423                 GL::Color color;
424                 color.r = rand()*1.0/RAND_MAX;
425                 color.g = rand()*1.0/RAND_MAX;
426                 color.b = rand()*1.0/RAND_MAX;
427                 color = color*(1/max(max(color.r, color.g), color.b));
428                 float min_d_sq = 3;
429                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
430                 {
431                         float dr = color.r-j->second.r;
432                         float dg = color.g-j->second.g;
433                         float db = color.b-j->second.b;
434                         float d_sq = dr*dr+dg*dg+db*db;
435                         if(d_sq<min_d_sq)
436                                 min_d_sq = d_sq;
437                 }
438                 if(min_d_sq>best_d_sq)
439                 {
440                         best_color = color;
441                         best_d_sq = min_d_sq;
442                 }
443         }
444         train_colors[&train] = best_color;
445 }
446
447 void Engineer::sighandler(int sig)
448 {
449         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
450         {
451                 signal(sig, SIG_DFL);
452                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
453                 const map<unsigned, Train *> &trains = layout.get_trains();
454                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
455                         layout.get_driver().set_loco_speed(i->first, 0);
456                 layout.get_driver().flush();
457                 raise(sig);
458         }
459         else if(sig==SIGTERM || sig==SIGINT)
460                 exit(0);
461 }