]> git.tdb.fi Git - r2c2.git/blobdiff - source/engineer/engineer.cpp
Move user interface code to its own class
[r2c2.git] / source / engineer / engineer.cpp
index 7d1e227e7e4a63112759d9c49518ed6a7bd372d4..7327d6bf901ade03795f5ba45bcb7acc5bcf6fa4 100644 (file)
 #include <msp/gl/framebuffer.h>
 #include <msp/gl/matrix.h>
 #include <msp/gl/misc.h>
-#include <msp/gl/projection.h>
 #include <msp/gl/tests.h>
-#include <msp/gl/transform.h>
 #include <msp/io/print.h>
 #include <msp/strings/format.h>
-#include <msp/time/units.h>
 #include <msp/time/utils.h>
 #include "libr2c2/driver.h"
+#include "libr2c2/trackcircuit.h"
 #include "libr2c2/tracktype.h"
+#include "libr2c2/zone.h"
+#include "3d/allocation.h"
 #include "3d/path.h"
 #include "3d/track.h"
+#include "3d/trackcircuit.h"
 #include "3d/vehicle.h"
 #include "engineer.h"
-#include "mainpanel.h"
-#include "trainpanel.h"
-#include "trainproperties.h"
-#include "trainview.h"
 
 using namespace std;
 using namespace R2C2;
@@ -36,45 +33,44 @@ using namespace Msp;
 Engineer::Engineer(int argc, char **argv):
        options(argc, argv),
        window(options.screen_w, options.screen_h, options.fullscreen),
+       keyboard(window),
+       mouse(window),
        layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
        layout_3d(layout),
        server(0),
-       pipeline(window.get_width(), window.get_height(), false),
-       picking(false),
-       picking_track(0),
-       picking_entry(0),
-       picking_path(0),
-       pointer_x(0),
-       pointer_y(0),
-       pointer_moved(false)
+       main_view(layout_3d, window.get_width(), window.get_height()),
+       ui(*this, window, keyboard, mouse),
+       emergency_blink_state(0)
 {
        // Setup GUI
        window.set_title("Railroad Engineer");
        window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
 
-       DataFile::load(ui_res, "r2c2.res");
-       root = new GLtk::Root(ui_res, window);
-       root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
-       root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
-       root->set_visible(true);
+       mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
+       mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
 
-       main_panel = new MainPanel(*this);
-       root->add(*main_panel);
-       main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
-       main_panel->set_visible(true);
-
-       overlay = new Overlay3D(ui_res.get_default_font());
+       overlay = new Overlay3D(ui.get_resources().get_default_font());
 
        // Setup railroad control
-       DataFile::load(catalogue, "tracks.dat");
-       DataFile::load(catalogue, "locos.dat");
-       DataFile::load(catalogue, "wagons.dat");
+       catalogue.add_source("data/Märklin/H0");
        DataFile::load(layout, options.layout_fn);
 
+       if(layout.has_driver())
+       {
+               Driver &driver = layout.get_driver();
+               driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
+       }
        layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
-       layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
-       layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
-       layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
+       layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
+       const set<Block *> &blocks = layout.get_all<Block>();
+       for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
+               if(TrackCircuit *tc = (*i)->get_sensor())
+                       new TrackCircuit3D(layout_3d, *tc);
+
+       const set<Track *> &tracks = layout.get_all<Track>();
+       for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+               if((*i)->get_type().is_turnout())
+                       new Path3D(layout_3d.get_3d(**i));
 
        if(FS::exists(options.state_fn))
                DataFile::load(layout, options.state_fn);
@@ -86,27 +82,15 @@ Engineer::Engineer(int argc, char **argv):
        }
 
        // Setup 3D view
-       DataFile::load(arrow_mesh, "arrow.mesh");
+       GL::Pipeline &pipeline = main_view.get_pipeline();
 
-       pipeline.set_camera(&camera);
-       pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
+       GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
+       pass->set_depth_test(&GL::DepthTest::lequal());
        pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
-       pipeline.add_renderable_for_pass(*overlay, "overlay");
-
-       light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
-       light.set_diffuse(GL::Color(0.9));
-       lighting.set_ambient(GL::Color(0.4));
-       lighting.attach(0, light);
-
-       GL::PipelinePass *pass = &pipeline.add_pass(0);
-       pass->depth_test = &GL::DepthTest::lequal();
-       pass->lighting = &lighting;
-
-       pass = &pipeline.add_pass("unlit");
-       pass->depth_test = &GL::DepthTest::lequal();
 
        pass = &pipeline.add_pass("overlay");
-       pass->blend = &GL::Blend::alpha();
+       pass->set_blend(&GL::Blend::alpha());
+       pipeline.add_renderable_for_pass(*overlay, "overlay");
 
        view_all();
 
@@ -121,56 +105,20 @@ Engineer::Engineer(int argc, char **argv):
 
 Engineer::~Engineer()
 {
-       const map<unsigned, Train *> &trains = layout.get_trains();
-       for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
-               layout.get_driver().set_loco_speed(i->first, 0);
-       layout.get_driver().flush();
-
        if(!options.simulate)
        {
                layout.save_dynamic(options.state_fn+".tmp");
                FS::rename(options.state_fn+".tmp", options.state_fn);
        }
 
+       layout.get_driver().halt(true);
+       layout.get_driver().flush();
+
        delete overlay;
-       delete root;
 
        delete server;
 }
 
-void Engineer::set_status(const string &text)
-{
-       main_panel->set_status_text(text);
-       status_timeout = Time::now()+10*Time::sec;
-}
-
-void Engineer::rearrange_panels()
-{
-       int y = main_panel->get_geometry().y;
-       for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
-       {
-               y -= (*i)->get_geometry().h;
-               (*i)->set_position(0, y);
-       }
-}
-
-void Engineer::add_train_view(TrainView &tv)
-{
-       train_views.push_back(&tv);
-}
-
-void Engineer::remove_train_view(TrainView &tv)
-{
-       train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
-}
-
-void Engineer::pick(bool with_ep)
-{
-       picking = true;
-       picking_track = 0;
-       picking_entry = (with_ep ? 0 : -1);
-}
-
 int Engineer::main()
 {
        window.show();
@@ -182,103 +130,47 @@ void Engineer::tick()
 {
        window.get_display().tick();
 
-       layout.tick();
+       for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
+               process_new_train(**i);
+       new_trains.clear();
+
+       layout.tick(options.sim_speed);
+       layout_3d.tick();
        event_disp.tick(Time::zero);
 
-       for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
-               (*i)->prepare();
+       ui.tick();
 
-       if(status_timeout && Time::now()>status_timeout)
+       Time::TimeStamp t = Time::now();
+       if(!emergencies.empty() && t>emergency_blink_timeout)
        {
-               main_panel->set_status_text(string());
-               status_timeout = Time::TimeStamp();
+               emergency_blink_state = (emergency_blink_state+1)%2;
+               GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
+               for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
+                       (*i)->set_color(color);
+               emergency_blink_timeout = t+0.5*Time::sec;
        }
 
        GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
 
-       pipeline.render_all();
+       main_view.render();
 
-       if(pointer_moved)
-       {
-               pointer_moved = false;
-
-               if(picking)
-               {
-                       Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
-                       if(track && track!=picking_track)
-                       {
-                               picking_track = track;
-                               if(picking_entry>=0)
-                                       picking_entry = 0;
-
-                               delete picking_path;
-                               picking_path = new Path3D(layout_3d.get_track(*track));
-                               if(picking_entry>=0)
-                                       picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
-                               else
-                                       picking_path->set_mask(picking_track->get_type().get_paths());
-                               picking_path->set_color(GL::Color(0));
-                               picking_path->set_layer(1);
-                       }
-               }
-       }
-
-       if(picking && picking_track && picking_entry>=0)
-       {
-               GL::PushMatrix push_mat;
-
-               float rot = picking_track->get_endpoint_direction(picking_entry);
-               Vector pos = picking_track->get_endpoint_position(picking_entry);
-
-               GL::translate(pos.x, pos.y, pos.z+0.03);
-               GL::rotate(rot*180/M_PI+180, 0, 0, 1);
-
-               arrow_mesh.draw();
-       }
-
-       const GLtk::Geometry &rgeom = root->get_geometry();
-       GL::matrix_mode(GL::PROJECTION);
-       GL::load_identity();
-       GL::ortho_bottomleft(rgeom.w, rgeom.h);
-       GL::matrix_mode(GL::MODELVIEW);
-       GL::load_identity();
-
-       {
-               GL::Bind blend(GL::Blend::alpha());
-               root->render();
-               GL::Texture::unbind();
-       }
+       ui.render();
 
        window.swap_buffers();
 }
 
-void Engineer::button_press(int x, int y, unsigned btn, unsigned)
+void Engineer::button_press(unsigned btn)
 {
-       if(picking)
+       if(btn==1)
        {
-               if(btn==1 && picking_track)
-               {
-                       picking = false;
-                       delete picking_path;
-                       picking_path = 0;
-                       signal_pick_done.emit(picking_track, picking_entry);
-               }
-               else if(btn==3 && picking_entry>=0)
+               Object *obj = pick_object(pointer);
+               if(Track *track = dynamic_cast<Track *>(obj))
                {
-                       picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
-                       picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
-               }
-       }
-       else
-       {
-               Track *track = pick_track(x, window.get_height()-y-1);
-               if(track)
-               {
-                       if(track->get_turnout_id())
+                       if(track->get_type().is_turnout())
                        {
                                Block &block = track->get_block();
-                               if(block.get_train() && !block.get_train()->free_block(block))
-                                       set_status("Turnout is busy");
+                               if(block.get_train() && block.get_train()->is_block_critical(block))
+                                       ui.set_status("Turnout is busy");
                                else
                                {
                                        unsigned paths = track->get_type().get_paths();
@@ -291,53 +183,60 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
                                                        ++i;
                                        }
                                        track->set_active_path(i);
-                                       set_status(format("Turnout %d", track->get_turnout_id()));
+                                       ui.set_status(format("Turnout %d", track->get_turnout_address()));
                                }
                        }
-                       if(unsigned sid = track->get_sensor_id())
+                       else if(unsigned saddr = track->get_sensor_address())
                        {
                                if(options.simulate)
-                                       layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
-                               set_status(format("Sensor %d", sid));
+                                       layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
+                               ui.set_status(format("Sensor %d", saddr));
+                       }
+                       else
+                       {
+                               const set<Zone *> &zones = layout.get_all<Zone>();
+                               for(set<Zone *>::const_iterator i=zones.begin(); i!=zones.end(); ++i)
+                                       if((*i)->has_track(*track))
+                                       {
+                                               ui.show_zone(**i);
+                                               break;
+                                       }
                        }
                }
+               else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
+                       ui.show_train(*veh->get_train());
        }
 }
 
-void Engineer::pointer_motion(int x, int y)
+void Engineer::axis_motion(unsigned axis, float value, float)
 {
-       pointer_x = x;
-       pointer_y = y;
-       pointer_moved = true;
+       if(axis==0)
+               pointer.x = value;
+       if(axis==1)
+               pointer.y = value;
 }
 
 void Engineer::view_all()
 {
-       const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
+       const Layout3D::ObjectMap &objects = layout_3d.get_all();
 
-       float view_aspect = float(window.get_width()-200)/window.get_height();
-       float view_height = tan(camera.get_field_of_view()/2)*2;
+       float view_aspect = float(window.get_width())/window.get_height();
+       float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
        float best_score = 0;
        GL::Vector3 pos;
        GL::Vector3 up;
-       for(float angle=0; angle<M_PI; angle+=0.01)
+       for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
        {
-               float min_x = 0;
-               float max_x = 0;
-               float min_y = 0;
-               float max_y = 0;
-               for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               {
-                       Vector minp, maxp;
-                       i->second->get_bounds(angle, minp, maxp);
-                       min_x = min(min_x, minp.x);
-                       max_x = max(max_x, maxp.x);
-                       min_y = min(min_y, minp.y);
-                       max_y = max(max_y, maxp.y);
-               }
+               Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
+               BoundingBox bbox;
+               for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
+                       bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
+
+               const Vector &minp = bbox.get_minimum_point();
+               const Vector &maxp = bbox.get_maximum_point();
 
-               float width = max_x-min_x;
-               float height = max_y-min_y;
+               float width = maxp.x-minp.x;
+               float height = maxp.y-minp.y;
                float aspect = width/height;
                float score = min(aspect/view_aspect, view_aspect/aspect);
 
@@ -348,8 +247,8 @@ void Engineer::view_all()
                        float size = max(width/view_aspect, height);
                        float c = cos(angle);
                        float s = sin(angle);
-                       float x = (min_x+max_x)/2-size*105/window.get_height();
-                       float y = (min_y+max_y)/2;
+                       float x = (minp.x+maxp.x)/2;
+                       float y = (minp.y+maxp.y)/2;
                        float z = max(size*1.05/view_height, 0.15);
 
                        pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
@@ -357,6 +256,7 @@ void Engineer::view_all()
                }
        }
 
+       GL::Camera &camera = main_view.get_camera();
        camera.set_position(pos);
        camera.set_up_direction(up);
        camera.set_look_direction(GL::Vector3(0, 0, -1));
@@ -364,64 +264,58 @@ void Engineer::view_all()
        camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
 }
 
-void Engineer::set_block_color(const Block &block, const GL::Color &color)
+Object *Engineer::pick_object(const Vector &p)
 {
-       const set<Track *> &tracks = block.get_tracks();
-       for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               layout_3d.get_track(**i).get_path().set_color(color);
+       const GL::Vector3 &start = main_view.get_camera().get_position();
+       GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
+
+       // XXX Do this better; make this function a template?
+       if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, ray.slice<3>(0))))
+               return veh;
+       return layout.pick<Track>(Ray(start, ray.slice<3>(0)));
 }
 
-void Engineer::reset_block_color(const Block &block)
+void Engineer::emergency(Block *block, const string &)
 {
-       bool active = block.get_state()>Block::INACTIVE;
-
-       if(block.get_train())
+       if(block)
        {
-               GL::Color color;
-               map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
-               if(i!=train_colors.end())
-                       color = i->second;
-
-               if(active)
-                       set_block_color(block, color*0.6);
-               else
-                       set_block_color(block, color*0.5+0.5);
+               TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
+               tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
+               tch3d->set_layer(2);
+               emergencies.push_back(tch3d);
        }
-       else if(active)
-               set_block_color(block, GL::Color(0.6));
-       else
-               set_block_color(block, GL::Color(1));
 }
 
-Track *Engineer::pick_track(int x, int y)
+void Engineer::halt_event(bool h)
 {
-       const GL::Vector3 &start = camera.get_position();
-       float xx = x*2.0/window.get_width()-1.0;
-       float yy = y*2.0/window.get_height()-1.0;
-       GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
-
-       return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
+       if(!h)
+       {
+               for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
+                       delete *i;
+               emergencies.clear();
+       }
 }
 
-void Engineer::train_added(Train &train)
+void Engineer::process_new_train(Train &train)
 {
-       TrainPanel *tpanel = new TrainPanel(*this, train);
-       root->add(*tpanel);
-       train_panels.push_back(tpanel);
-       rearrange_panels();
-
-       Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
+       Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
        overlay->set_label(loco3d, train.get_name());
        train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
+}
+
+void Engineer::train_added(Train &train)
+{
+       new_trains.push_back(&train);
 
        GL::Color best_color;
        float best_d_sq = 0;
        for(unsigned i=0; i<10; ++i)
        {
                GL::Color color;
-               color.r = rand()*1.0/RAND_MAX;
-               color.g = rand()*1.0/RAND_MAX;
-               color.b = rand()*1.0/RAND_MAX;
+               unsigned h = rand()%3;
+               color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
+               color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
+               color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
                color = color*(1/max(max(color.r, color.g), color.b));
                float min_d_sq = 3;
                for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
@@ -440,6 +334,9 @@ void Engineer::train_added(Train &train)
                }
        }
        train_colors[&train] = best_color;
+
+       Allocation3D *alloc = new Allocation3D(layout_3d, train);
+       alloc->set_color(best_color);
 }
 
 void Engineer::sighandler(int sig)
@@ -448,9 +345,7 @@ void Engineer::sighandler(int sig)
        {
                signal(sig, SIG_DFL);
                IO::print(IO::cerr, "Fatal signal received, terminating\n");
-               const map<unsigned, Train *> &trains = layout.get_trains();
-               for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
-                       layout.get_driver().set_loco_speed(i->first, 0);
+               layout.get_driver().halt(true);
                layout.get_driver().flush();
                raise(sig);
        }