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Add a UI for editing train timetables
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1 /* $Id$
2
3 This file is part of the MSP Märklin suite
4 Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <cmath>
9 #include <cstdlib>
10 #include <limits>
11 #include <signal.h>
12 #include <msp/core/except.h>
13 #include <msp/fs/stat.h>
14 #include <msp/gbase/display.h>
15 #include <msp/gbase/window.h>
16 #include <msp/gl/blend.h>
17 #include <msp/gl/framebuffer.h>
18 #include <msp/gl/matrix.h>
19 #include <msp/gl/misc.h>
20 #include <msp/gl/projection.h>
21 #include <msp/gl/tests.h>
22 #include <msp/gl/transform.h>
23 #include <msp/io/print.h>
24 #include <msp/strings/formatter.h>
25 #include <msp/time/units.h>
26 #include <msp/time/utils.h>
27 #include "libmarklin/driver.h"
28 #include "libmarklin/tracktype.h"
29 #include "3d/path.h"
30 #include "3d/track.h"
31 #include "3d/vehicle.h"
32 #include "engineer.h"
33 #include "mainpanel.h"
34 #include "trainpanel.h"
35 #include "trainproperties.h"
36
37 using namespace std;
38 using namespace Marklin;
39 using namespace Msp;
40
41 Application::RegApp<Engineer> Engineer::reg;
42
43 Engineer::Engineer(int argc, char **argv):
44         options(argc, argv),
45         window(options.screen_w, options.screen_h, options.fullscreen),
46         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
47         layout_3d(layout),
48         server(0),
49         pipeline(window.get_width(), window.get_height(), false),
50         picking(false),
51         picking_track(0),
52         picking_entry(0),
53         picking_path(0),
54         pointer_x(0),
55         pointer_y(0),
56         pointer_moved(false)
57 {
58         // Setup GUI
59         window.set_title("Railroad Engineer");
60         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
61
62         DataFile::load(ui_res, "marklin.res");
63         root = new GLtk::Root(ui_res, window);
64         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
65         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
66         root->set_visible(true);
67
68         main_panel = new MainPanel(*this, ui_res);
69         root->add(*main_panel);
70         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
71         main_panel->set_visible(true);
72
73         overlay = new Overlay3D(window, camera, ui_res.get_default_font());
74
75         // Setup railroad control
76         DataFile::load(catalogue, "tracks.dat");
77         DataFile::load(catalogue, "locos.dat");
78         DataFile::load(catalogue, "wagons.dat");
79         DataFile::load(layout, options.layout_fn);
80
81         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
82         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
83         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
84         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
85         if(FS::exists("engineer.state"))
86                 DataFile::load(layout, "engineer.state");
87
88         if(options.network)
89         {
90                 server = new Server(layout);
91                 server->use_event_dispatcher(event_disp);
92         }
93
94         // Setup 3D view
95         DataFile::load(arrow_mesh, "arrow.mesh");
96
97         pipeline.set_camera(&camera);
98         pipeline.add_renderable(layout_3d.get_scene());
99
100         light.set_position(0, -0.259, 0.966, 0);
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         view_all();
108
109         // Catch various signals so we can stop the trains in case we get terminated
110         catch_signal(SIGINT);
111         catch_signal(SIGTERM);
112         catch_signal(SIGSEGV);
113         catch_signal(SIGILL);
114         catch_signal(SIGFPE);
115         catch_signal(SIGABRT);
116 }
117
118 Engineer::~Engineer()
119 {
120         const map<unsigned, Train *> &trains = layout.get_trains();
121         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
122                 layout.get_driver().set_loco_speed(i->first, 0);
123         layout.get_driver().flush();
124
125         if(!options.simulate)
126                 layout.save_trains("engineer.state");
127
128         delete overlay;
129         delete root;
130
131         delete server;
132 }
133
134 void Engineer::set_status(const string &text)
135 {
136         main_panel->set_status_text(text);
137         status_timeout = Time::now()+10*Time::sec;
138 }
139
140 void Engineer::pick(bool with_ep)
141 {
142         picking = true;
143         picking_track = 0;
144         picking_entry = (with_ep ? 0 : -1);
145 }
146
147 int Engineer::main()
148 {
149         window.show();
150
151         return Application::main();
152 }
153
154 void Engineer::tick()
155 {
156         window.get_display().tick();
157
158         layout.tick();
159         event_disp.tick(Time::zero);
160
161         if(status_timeout && Time::now()>status_timeout)
162         {
163                 main_panel->set_status_text(string());
164                 status_timeout = Time::TimeStamp();
165         }
166
167         GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
168
169         pipeline.render_all();
170         {
171                 GL::Bind depth(GL::DepthTest::lequal());
172                 layout_3d.get_path_scene().render();
173         }
174         {
175                 GL::Bind blend(GL::Blend::alpha());
176                 overlay->render(0);
177         }
178
179         if(pointer_moved)
180         {
181                 pointer_moved = false;
182
183                 if(picking)
184                 {
185                         Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
186                         if(track && &track->get_track()!=picking_track)
187                         {
188                                 picking_track = &track->get_track();
189                                 if(picking_entry>=0)
190                                         picking_entry = 0;
191
192                                 delete picking_path;
193                                 picking_path = new Path3D(*track);
194                                 if(picking_entry>=0)
195                                         picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
196                                 else
197                                         picking_path->set_mask(picking_track->get_type().get_paths());
198                                 picking_path->set_color(GL::Color(0));
199                                 picking_path->set_layer(1);
200                         }
201                 }
202         }
203
204         if(picking && picking_track && picking_entry>=0)
205         {
206                 GL::PushMatrix push_mat;
207
208                 float rot = picking_track->get_endpoint_direction(picking_entry);
209                 Point pos = picking_track->get_endpoint_position(picking_entry);
210
211                 GL::translate(pos.x, pos.y, pos.z+0.03);
212                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
213
214                 arrow_mesh.draw();
215         }
216
217         const GLtk::Geometry &rgeom = root->get_geometry();
218         GL::matrix_mode(GL::PROJECTION);
219         GL::load_identity();
220         GL::ortho_bottomleft(rgeom.w, rgeom.h);
221         GL::matrix_mode(GL::MODELVIEW);
222         GL::load_identity();
223
224         {
225                 GL::Bind blend(GL::Blend::alpha());
226                 root->render();
227                 GL::Texture::unbind();
228         }
229
230         window.swap_buffers();
231 }
232
233 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
234 {
235         if(picking)
236         {
237                 if(btn==1 && picking_track)
238                 {
239                         picking = false;
240                         delete picking_path;
241                         picking_path = 0;
242                         signal_pick_done.emit(picking_track, picking_entry);
243                 }
244                 else if(btn==3 && picking_entry>=0)
245                 {
246                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
247                         picking_path->set_mask(picking_track->get_type().get_endpoints()[picking_entry].paths);
248                 }
249         }
250         else
251         {
252                 Track3D *t3d = pick_track(x, window.get_height()-y-1);
253                 if(t3d)
254                 {
255                         Track &track = t3d->get_track();
256                         if(track.get_turnout_id())
257                         {
258                                 Block &block = layout.get_block_by_track(track);
259                                 if(block.get_train() && !block.get_train()->free_block(block))
260                                         set_status("Turnout is busy");
261                                 else
262                                 {
263                                         unsigned paths = track.get_type().get_paths();
264                                         unsigned i = track.get_active_path()+1;
265                                         while(!(paths&(1<<i)))
266                                         {
267                                                 if(!(paths>>i))
268                                                         i = 0;
269                                                 else
270                                                         ++i;
271                                         }
272                                         track.set_active_path(i);
273                                         set_status(format("Turnout %d", track.get_turnout_id()));
274                                 }
275                         }
276                         if(unsigned sid = track.get_sensor_id())
277                         {
278                                 if(options.simulate)
279                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
280                                 set_status(format("Sensor %d", sid));
281                         }
282                 }
283         }
284 }
285
286 void Engineer::pointer_motion(int x, int y)
287 {
288         pointer_x = x;
289         pointer_y = y;
290         pointer_moved = true;
291 }
292
293 void Engineer::view_all()
294 {
295         const list<Track3D *> &tracks = layout_3d.get_tracks();
296
297         float view_aspect = float(window.get_width()-200)/window.get_height();
298         float view_height = tan(camera.get_field_of_view()/2)*2;
299         float best_score = 0;
300         GL::Vector3 pos;
301         GL::Vector3 up;
302         for(float angle=0; angle<M_PI; angle+=0.01)
303         {
304                 float min_x = 0;
305                 float max_x = 0;
306                 float min_y = 0;
307                 float max_y = 0;
308                 for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
309                 {
310                         Point minp, maxp;
311                         (*i)->get_bounds(angle, minp, maxp);
312                         min_x = min(min_x, minp.x);
313                         max_x = max(max_x, maxp.x);
314                         min_y = min(min_y, minp.y);
315                         max_y = max(max_y, maxp.y);
316                 }
317
318                 float width = max_x-min_x;
319                 float height = max_y-min_y;
320                 float aspect = width/height;
321                 float score = min(aspect/view_aspect, view_aspect/aspect);
322
323                 if(score>best_score)
324                 {
325                         best_score = score;
326
327                         float size = max(width/view_aspect, height);
328                         float c = cos(angle);
329                         float s = sin(angle);
330                         float x = (min_x+max_x)/2-size*105/window.get_height();
331                         float y = (min_y+max_y)/2;
332                         float z = max(size*1.05/view_height, 0.15);
333
334                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
335                         up = GL::Vector3(-s, c, 0);
336                 }
337         }
338
339         camera.set_position(pos);
340         camera.set_up_direction(up);
341         camera.set_look_direction(GL::Vector3(0, 0, -1));
342         camera.set_aspect(float(window.get_width())/window.get_height());
343         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
344 }
345
346 void Engineer::set_block_color(const Block &block, const GL::Color &color)
347 {
348         const set<Track *> &tracks = block.get_tracks();
349         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
350                 layout_3d.get_track(**i).get_path().set_color(color);
351 }
352
353 void Engineer::reset_block_color(const Block &block)
354 {
355         bool active = false;
356         if(unsigned sid=block.get_sensor_id())
357                 active = layout.get_driver().get_sensor(sid);
358
359         if(block.get_train())
360         {
361                 GL::Color color;
362                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
363                 if(i!=train_colors.end())
364                         color = i->second;
365
366                 if(active)
367                         set_block_color(block, color*0.6);
368                 else
369                         set_block_color(block, color*0.5+0.5);
370         }
371         else if(active)
372                 set_block_color(block, GL::Color(0.6));
373         else
374                 set_block_color(block, GL::Color(1));
375 }
376
377 void Engineer::sensor_event(unsigned addr, bool)
378 {
379         const set<Block *> &blocks = layout.get_blocks();
380         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
381                 if((*i)->get_sensor_id()==addr)
382                         reset_block_color(**i);
383 }
384
385 void Engineer::block_reserved(const Block &block, const Train *)
386 {
387         reset_block_color(block);
388 }
389
390 Track3D *Engineer::pick_track(int x, int y)
391 {
392         float view_height = tan(camera.get_field_of_view()/2)*2;
393         float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
394         float yy = (float(y)/window.get_height()-0.5)*view_height;
395         float size = 4.0/window.get_height()*view_height;
396
397         camera.apply();
398
399         return layout_3d.pick_track(xx, yy, size);
400 }
401
402 void Engineer::train_added(Train &train)
403 {
404         TrainPanel *tpanel = new TrainPanel(*this, ui_res, train);
405         root->add(*tpanel);
406         int y = main_panel->get_geometry().y;
407         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
408                 y -= (*i)->get_geometry().h;
409         tpanel->set_position(0, y-tpanel->get_geometry().h);
410         train_panels.push_back(tpanel);
411         tpanel->set_visible(true);
412
413         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
414         overlay->set_label(loco3d, train.get_name());
415         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
416
417         GL::Color best_color;
418         float best_d_sq = 0;
419         for(unsigned i=0; i<10; ++i)
420         {
421                 GL::Color color;
422                 color.r = rand()*1.0/RAND_MAX;
423                 color.g = rand()*1.0/RAND_MAX;
424                 color.b = rand()*1.0/RAND_MAX;
425                 color = color*(1/max(max(color.r, color.g), color.b));
426                 float min_d_sq = 3;
427                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
428                 {
429                         float dr = color.r-j->second.r;
430                         float dg = color.g-j->second.g;
431                         float db = color.b-j->second.b;
432                         float d_sq = dr*dr+dg*dg+db*db;
433                         if(d_sq<min_d_sq)
434                                 min_d_sq = d_sq;
435                 }
436                 if(min_d_sq>best_d_sq)
437                 {
438                         best_color = color;
439                         best_d_sq = min_d_sq;
440                 }
441         }
442         train_colors[&train] = best_color;
443 }
444
445 void Engineer::sighandler(int sig)
446 {
447         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
448         {
449                 signal(sig, SIG_DFL);
450                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
451                 const map<unsigned, Train *> &trains = layout.get_trains();
452                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
453                         layout.get_driver().set_loco_speed(i->first, 0);
454                 layout.get_driver().flush();
455                 raise(sig);
456         }
457         else if(sig==SIGTERM || sig==SIGINT)
458                 exit(0);
459 }