]> git.tdb.fi Git - r2c2.git/blobdiff - source/engineer/engineer.cpp
Add an option to set simulation speed
[r2c2.git] / source / engineer / engineer.cpp
index 5466302ca7cfbbc60955deb1b36c57ce39e85e5e..ef5b54d8c7110bef454e1f76b1966622bcae70df 100644 (file)
-/* $Id$
-
-This file is part of the MSP Märklin suite
-Copyright © 2006-2009 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
+#include <algorithm>
 #include <cmath>
+#include <cstdlib>
 #include <limits>
-#include <GL/gl.h>
-#include <msp/core/except.h>
-#include <msp/core/getopt.h>
-#include <msp/gbase/display.h>
-#include <msp/gbase/window.h>
-#include <msp/gl/immediate.h>
+#include <signal.h>
+#include <msp/fs/stat.h>
+#include <msp/fs/utils.h>
+#include <msp/graphics/display.h>
+#include <msp/graphics/window.h>
+#include <msp/gl/blend.h>
+#include <msp/gl/framebuffer.h>
 #include <msp/gl/matrix.h>
-#include <msp/gl/projection.h>
-#include <msp/gl/transform.h>
-#include <msp/strings/formatter.h>
-#include <msp/strings/lexicalcast.h>
-#include <msp/strings/regex.h>
-#include "libmarklin/tracktype.h"
+#include <msp/gl/misc.h>
+#include <msp/gl/tests.h>
+#include <msp/gltk/floatingarrangement.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 "3d/allocation.h"
+#include "3d/path.h"
+#include "3d/track.h"
+#include "3d/trackcircuit.h"
+#include "3d/vehicle.h"
+#include "dynamicdialog.h"
 #include "engineer.h"
-#include "mainpanel.h"
-#include "trainpanel.h"
-#include "trainproperties.h"
+#include "mainwindow.h"
+#include "newtraindialog.h"
+#include "traindialog.h"
 
 using namespace std;
-using namespace Marklin;
+using namespace R2C2;
 using namespace Msp;
 
-#include <iostream>
-
 Engineer::Engineer(int argc, char **argv):
-       screen_w(1280),
-       screen_h(960),
-       fullscreen(false),
-       layout(catalogue),
+       options(argc, argv),
+       window(options.screen_w, options.screen_h, options.fullscreen),
+       keyboard(window),
+       mouse(window),
+       ui_res("data/r2c2.res"),
+       import_active(false),
+       layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
        layout_3d(layout),
-       no_lighting(false),
-       placing_train(0),
-       placing_block(0),
-       placing_entry(0),
-       simulate(false),
-       train_prop(0),
-       train_prop_stale(false)
+       server(0),
+       main_view(layout_3d, window.get_width(), window.get_height()),
+       emergency_blink_state(0)
 {
-       string res;
-       bool   debug=false;
-       string device="/dev/ttyS0";
-       unsigned quality=4;
-
-       GetOpt getopt;
-       getopt.add_option('r', "resolution",  res,         GetOpt::REQUIRED_ARG);
-       getopt.add_option('f', "fullscreen",  fullscreen,  GetOpt::NO_ARG);
-       getopt.add_option('g', "debug",       debug,       GetOpt::NO_ARG);
-       getopt.add_option('d', "device",      device,      GetOpt::REQUIRED_ARG);
-       getopt.add_option('q', "quality",     quality,     GetOpt::REQUIRED_ARG);
-       getopt.add_option('s', "simulate",    simulate,    GetOpt::NO_ARG);
-       getopt.add_option(     "no-lighting", no_lighting, GetOpt::NO_ARG);
-       getopt(argc, argv);
-
-       if(!res.empty())
-       {
-               if(RegMatch m=Regex("([1-9][0-9]*)x([1-9][0-9]*)").match(res))
-               {
-                       screen_w=lexical_cast<unsigned>(m[1].str);
-                       screen_h=lexical_cast<unsigned>(m[2].str);
-               }
-               else
-                       throw UsageError("Invalid resolution");
-       }
+       // Setup GUI
+       window.set_title("Railroad Engineer");
+       window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
+
+       root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
+       GLtk::Layout *root_layout = new GLtk::Layout;
+       root->set_layout(root_layout);
+       root_layout->set_margin(GLtk::Sides());
+       root_arrangement = new GLtk::FloatingArrangement(*root_layout);
+       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));
+       root->set_visible(true);
 
-       if(device!="none")
-               control.open(device);
+       main_wnd = new MainWindow(*this);
+       root->add(*main_wnd);
+       main_wnd->autosize();
+       main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
 
-       control.set_debug(debug);
+       overlay = new Overlay3D(ui_res.get_default_font());
 
-       layout_3d.set_quality(quality);
+       // Setup railroad control
+       catalogue.add_source("data/Märklin/H0");
+       DataFile::load(layout, options.layout_fn);
 
-       catalogue.load("tracks.dat");
-       catalogue.load("locos.dat");
+       if(layout.has_driver())
+       {
+               Driver &driver = layout.get_driver();
+               driver.signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
+               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_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));
 
-       const vector<string> &args=getopt.get_args();
-       if(args.empty())
-               throw UsageError("No layout given");
-       layout.load(args.front());
+       if(FS::exists(options.state_fn))
+               DataFile::load(layout, options.state_fn);
 
-       trfc_mgr=new TrafficManager(control, layout);
-       trfc_mgr->signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
+       if(options.network)
+       {
+               server = new Server(layout);
+               server->use_event_dispatcher(event_disp);
+       }
+
+       // Setup 3D view
+       GL::Pipeline &pipeline = main_view.get_pipeline();
+
+       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");
 
-       const map<unsigned, Sensor *> &sensors=control.get_sensors();
-       for(map<unsigned, Sensor *>::const_iterator i=sensors.begin(); i!=sensors.end(); ++i)
-               i->second->signal_state_changed.connect(sigc::bind(sigc::mem_fun(this, &Engineer::sensor_event), i->second));
+       pass = &pipeline.add_pass("overlay");
+       pass->set_blend(&GL::Blend::alpha());
+       pipeline.add_renderable_for_pass(*overlay, "overlay");
 
        view_all();
+
+       // Catch various signals so we can stop the trains in case we get terminated
+       catch_signal(SIGINT);
+       catch_signal(SIGTERM);
+       catch_signal(SIGSEGV);
+       catch_signal(SIGILL);
+       catch_signal(SIGFPE);
+       catch_signal(SIGABRT);
 }
 
 Engineer::~Engineer()
 {
-       delete trfc_mgr;
+       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_arrangement;
+       delete root;
+
+       delete server;
 }
 
-void Engineer::add_train()
+void Engineer::set_status(const string &text)
 {
-       train_prop=new TrainProperties(*this, ui_res, 0);
-       root->add(*train_prop);
-       train_prop->signal_ok.connect(sigc::mem_fun(this, &Engineer::dismiss_train_prop));
-       train_prop_stale=false;
-       train_prop->set_visible(true);
+       main_wnd->set_status_text(text);
+       status_timeout = Time::now()+10*Time::sec;
 }
 
-Train *Engineer::add_train(const LocoType &type, unsigned addr)
+void Engineer::add_dynamic_dialog(DynamicDialog &tv)
 {
-       Locomotive *loco=new Locomotive(type, control, addr);
-       Train *train=new Train(*trfc_mgr, *loco);
-       train->set_name(format("Train %d", trfc_mgr->get_trains().size()));
-
-       TrainPanel *tpanel=new TrainPanel(*this, ui_res, *train);
-       root->add(*tpanel);
-       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;
-       tpanel->set_position(0, y-tpanel->get_geometry().h);
-       train_panels.push_back(tpanel);
-       tpanel->set_visible(true);
-
-       place_train(*train);
-
-       return train;
+       dyn_dialogs.push_back(&tv);
 }
 
-void Engineer::place_train(Train &train)
+void Engineer::remove_dynamic_dialog(DynamicDialog &tv)
 {
-       placing_train=&train;
-       placing_block=0;
-       main_panel->set_status_text("Select location");
+       dyn_dialogs.erase(remove(dyn_dialogs.begin(), dyn_dialogs.end(), &tv), dyn_dialogs.end());
 }
 
 int Engineer::main()
 {
-       dpy=new Graphics::Display;
-
-       Graphics::WindowOptions wopt;
-       wopt.width=screen_w;
-       wopt.height=screen_h;
-       wopt.fullscreen=fullscreen;
-       wnd=new Graphics::Window(*dpy, wopt);
-
-       Graphics::GLOptions glopt;
-       //glopt.multisample=4;
-       glc=new Graphics::GLContext(*wnd, glopt);
-
-       wnd->signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
-       wnd->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
-       wnd->signal_button_release.connect(sigc::mem_fun(this, &Engineer::button_release));
-       wnd->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
-
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
-       glEnable(GL_COLOR_MATERIAL);
-       glDepthFunc(GL_LEQUAL);
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-       DataFile::load(ui_res, "marklin.res");
-       root=new GLtk::Root(ui_res, *wnd);
-       root->set_visible(true);
-
-       list<GL::Texture *> texs=ui_res.get_list<GL::Texture>();
-       for(list<GL::Texture *>::iterator i=texs.begin(); i!=texs.end(); ++i)
-       {
-               (*i)->set_min_filter(GL::NEAREST);
-               (*i)->set_mag_filter(GL::NEAREST);
-       }
-
-       main_panel=new MainPanel(*this, ui_res);
-       root->add(*main_panel);
-       main_panel->set_position(0, screen_h-main_panel->get_geometry().h);
-       main_panel->set_visible(true);
-
-       wnd->show();
-
-       Application::main();
-
-       delete glc;
-       delete wnd;
-       delete dpy;
+       window.show();
 
-       return exit_code;
+       return Application::main();
 }
 
 void Engineer::tick()
 {
-       dpy->tick();
+       window.get_display().tick();
 
-       control.tick();
-       trfc_mgr->tick();
+       for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
+               process_new_train(**i);
+       new_trains.clear();
 
-       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+       layout.tick(options.sim_speed);
+       layout_3d.tick();
+       event_disp.tick(Time::zero);
 
-       project_3d();
-       glLoadIdentity();
-       glRotatef(-cam_rot*180/M_PI, 0, 0, 1);
-       glTranslatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
+       for(list<DynamicDialog *>::iterator i=dyn_dialogs.begin(); i!=dyn_dialogs.end(); ++i)
+               (*i)->update();
 
-       if(!no_lighting)
+       Time::TimeStamp t = Time::now();
+       if(status_timeout && t>status_timeout)
        {
-               glEnable(GL_LIGHTING);
-               glEnable(GL_LIGHT0);
-               float params[4];
-               params[0]=0;
-               params[1]=-0.2;
-               params[2]=1;
-               params[3]=0;
-               glLightfv(GL_LIGHT0, GL_POSITION, params);
+               main_wnd->set_status_text(string());
+               status_timeout = Time::TimeStamp();
        }
-
-       //glEnable(GL_DEPTH_TEST);
-       glEnable(GL_MULTISAMPLE);
-
-       layout_3d.render();
-
-       glDisable(GL_LIGHTING);
-       glColor4f(1, 1, 1, 1);
-       const list<Track3D *> &ltracks=layout_3d.get_tracks();
-       for(list<Track3D *>::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
+       if(!emergencies.empty() && t>emergency_blink_timeout)
        {
-               Track &track=(*i)->get_track();
-               if(track.get_turnout_id())
-               {
-                       Turnout &trnt=control.get_turnout(track.get_turnout_id());
-                       (*i)->render_route(trnt.get_route());
-               }
-               else
-                       (*i)->render_route(-1);
+               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;
        }
 
-       if(placing_train && placing_block)
-       {
-               GL::push_matrix();
-
-               const Marklin::Block::Endpoint &bep=placing_block->get_endpoints()[placing_entry];
-               float rot=bep.track->get_endpoint_direction(bep.track_ep);
-               Point pos=bep.track->get_endpoint_position(bep.track_ep);
-
-               GL::translate(pos.x, pos.y, pos.z+0.03);
-               GL::rotate(rot*180/M_PI+180, 0, 0, 1);
-               GL::Texture::unbind();
-
-               GL::Immediate imm((GL::COLOR4_UBYTE, GL::VERTEX2));
-               imm.color(1.0f, 1.0f, 1.0f);
-               imm.begin(GL::TRIANGLE_FAN);
-               imm.vertex(0.08,   0);
-               imm.vertex(0.05,   0.03);
-               imm.vertex(0.05,   0.01);
-               imm.vertex(0,      0.01);
-               imm.vertex(0,     -0.01);
-               imm.vertex(0.05,  -0.01);
-               imm.vertex(0.05,  -0.03);
-               imm.end();
-
-               GL::pop_matrix();
-       }
-
-       const list<Train *> &trains=trfc_mgr->get_trains();
-       for(list<Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
-       {
-               GL::PushMatrix _push;
-
-               const Point &tp=(*i)->get_position();
-               GL::translate(tp.x, tp.y, 0.02);
-               GL::Immediate imm((GL::COLOR4_UBYTE, GL::VERTEX2));
-               imm.color(0.8f, 0.8f, 1.0f);
-               imm.begin(GL::TRIANGLE_FAN);
-               imm.vertex(0, 0);
-               for(unsigned j=0; j<=12; ++j)
-                       imm.vertex(0.02*cos(j*M_PI/6), 0.02*sin(j*M_PI/6));
-               imm.end();
-
-               GL::rotate(cam_rot*180/M_PI, 0, 0, 1);
-               GL::translate(0.03, -0.02, 0);
-               GL::scale_uniform(0.04);
-               ui_res.get_default_font().draw_string((*i)->get_name());
-               GL::Texture::unbind();
-       }
-
-       GL::matrix_mode(GL::PROJECTION);
-       GL::load_identity();
-       GL::ortho_bottomleft(screen_w, screen_h);
-       GL::matrix_mode(GL::MODELVIEW);
-       GL::load_identity();
+       GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
 
-       glDisable(GL_DEPTH_TEST);
-       glDisable(GL_LIGHTING);
-       glDisable(GL_MULTISAMPLE);
+       main_view.render();
 
        root->render();
 
-       if(train_prop_stale)
-       {
-               delete train_prop;
-               train_prop=0;
-       }
-
-       glc->swap_buffers();
-}
-
-void Engineer::key_press(unsigned key, unsigned mod, wchar_t ch)
-{
-       if(train_prop)
-               train_prop->key_press(key, mod, ch);
+       window.swap_buffers();
 }
 
-void Engineer::button_press(int x, int y, unsigned btn, unsigned)
+void Engineer::button_press(unsigned btn)
 {
-       if(placing_train)
+       if(btn==1)
        {
-               if(btn==1 && placing_block && !placing_block->get_train())
+               Object *obj = pick_object(pointer);
+               if(Track *track = dynamic_cast<Track *>(obj))
                {
-                       set_block_color(*placing_block, GL::Color(1, 1, 1));
-
-                       placing_train->place(placing_block, placing_entry);
-                       placing_train=0;
-                       main_panel->set_status_text(string());
-               }
-               else if(btn==3)
-               {
-                       const vector<Block::Endpoint> &endpoints=placing_block->get_endpoints();
-                       placing_entry=(placing_entry+1)%endpoints.size();
-               }
-       }
-       else
-       {
-               Track3D *track=pick_track(x, screen_h-y-1);
-               if(track)
-               {
-                       if(unsigned tid=track->get_track().get_turnout_id())
-                       {
-                               Turnout &turnout=control.get_turnout(tid);
-                               turnout.set_route((turnout.get_route()+1)%track->get_track().get_type().get_n_routes());
-                       }
-                       else if(simulate)
+                       if(track->get_type().is_turnout())
                        {
-                               if(unsigned sid=track->get_track().get_sensor_id())
+                               Block &block = track->get_block();
+                               if(block.get_train() && block.get_train()->is_block_critical(block))
+                                       set_status("Turnout is busy");
+                               else
                                {
-                                       Sensor &sensor=control.get_sensor(sid);
-                                       control.signal_sensor_event.emit(sid, !sensor.get_state());
+                                       unsigned paths = track->get_type().get_paths();
+                                       unsigned i = track->get_active_path()+1;
+                                       while(!(paths&(1<<i)))
+                                       {
+                                               if(!(paths>>i))
+                                                       i = 0;
+                                               else
+                                                       ++i;
+                                       }
+                                       track->set_active_path(i);
+                                       set_status(format("Turnout %d", track->get_turnout_address()));
                                }
                        }
+                       if(unsigned saddr = track->get_sensor_address())
+                       {
+                               if(options.simulate)
+                                       layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
+                               set_status(format("Sensor %d", saddr));
+                       }
+               }
+               else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
+               {
+                       TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
+                       root->add(*dlg);
+                       dlg->autosize();
                }
        }
 }
 
-void Engineer::button_release(int, int, unsigned, unsigned)
+void Engineer::axis_motion(unsigned axis, float value, float)
 {
+       if(axis==0)
+               pointer.x = value;
+       if(axis==1)
+               pointer.y = value;
 }
 
-void Engineer::pointer_motion(int x, int y)
+void Engineer::view_all()
 {
-       if(placing_train)
+       const Layout3D::ObjectMap &objects = layout_3d.get_all();
+
+       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(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
        {
-               Track3D *track=pick_track(x, screen_h-y-1);
-               if(track && placing_train)
-               {
-                       Block &block=trfc_mgr->get_block_by_track(track->get_track());
-                       if(&block!=placing_block)
-                       {
-                               if(placing_block)
-                                       reset_block_color(*placing_block);
-                               placing_block=&block;
-                               placing_entry=0;
-                               set_block_color(*placing_block, GL::Color(0.5, 1, 0.7));
-                       }
-               }
-               else if(track && track->get_track().get_turnout_id())
-                       main_panel->set_status_text(format("Turnout %d", track->get_track().get_turnout_id()));
-               else if(!placing_train)
-                       main_panel->set_status_text(string());
-       }
-}
+               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());
 
-void Engineer::view_all()
-{
-       const list<Track3D *> &tracks=layout_3d.get_tracks();
+               const Vector &minp = bbox.get_minimum_point();
+               const Vector &maxp = bbox.get_maximum_point();
 
-       cam_rot=0;
-       float best_height=-1;
-       float mid_x=0;
-       float mid_y=0;
-       for(float angle=0; angle<M_PI; angle+=0.01)
-       {
-               float min_x=0;
-               float max_x=0;
-               float min_y=0;
-               float max_y=0;
-               for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+               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);
+
+               if(score>best_score)
                {
-                       Point minp, maxp;
-                       (*i)->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);
-               }
+                       best_score = score;
 
-               float width=max_x-min_x;
-               float height=max_y-min_y;
-               height=max(height, width);
+                       float size = max(width/view_aspect, height);
+                       float c = cos(angle);
+                       float s = sin(angle);
+                       float x = (minp.x+maxp.x)/2;
+                       float y = (minp.y+maxp.y)/2;
+                       float z = max(size*1.05/view_height, 0.15);
 
-               if(height<best_height || best_height<0)
-               {
-                       cam_rot=angle;
-                       best_height=height;
-                       mid_x=(min_x+max_x)/2;
-                       mid_y=(min_y+max_y)/2;
+                       pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
+                       up = GL::Vector3(-s, c, 0);
                }
        }
 
-       float c=cos(cam_rot);
-       float s=sin(cam_rot);
-       cam_pos.x=c*mid_x-s*mid_y;
-       cam_pos.y=s*mid_x+c*mid_y;
-       cam_pos.z=max(best_height*1.05/0.82843, 0.15);
+       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));
+       camera.set_aspect(float(window.get_width())/window.get_height());
+       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).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 &msg)
 {
-       if(unsigned sid=block.get_sensor_id())
+       set_status(msg);
+       if(block)
        {
-               Sensor &sensor=control.get_sensor(sid);
-               if(sensor.get_state())
-               {
-                       set_block_color(block, GL::Color(1, 0.5, 0.3));
-                       return;
-               }
+               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);
        }
+}
 
-       if(block.get_train())
-               set_block_color(block, GL::Color(1, 1, 0.3));
-       else
-               set_block_color(block, GL::Color(1, 1, 1));
+void Engineer::halt_event(bool h)
+{
+       if(!h)
+       {
+               for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
+                       delete *i;
+               emergencies.clear();
+       }
 }
 
-void Engineer::sensor_event(bool, Sensor *sensor)
+void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
 {
-       const list<Block *> &blocks=trfc_mgr->get_blocks();
-       for(list<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
-               if((*i)->get_sensor_id()==sensor->get_address())
-                       reset_block_color(**i);
+       if(!import_active)
+       {
+               NewTrainDialog *dlg = new NewTrainDialog(*this);
+               dlg->prefill(loco);
+               dlg->signal_response.connect(sigc::mem_fun(this, &Engineer::import_finished));
+               root->add(*dlg);
+               import_active = true;
+       }
 }
 
-void Engineer::block_reserved(const Block &block, const Train *)
+void Engineer::import_finished(int)
 {
-       reset_block_color(block);
+       import_active = false;
 }
 
-void Engineer::project_3d()
+void Engineer::process_new_train(Train &train)
 {
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       float offset=200.0/screen_w*0.055228;
-       glFrustum(-0.055228-offset, 0.055228-offset, -0.041421, 0.041421, 0.1, 10);
-       glMatrixMode(GL_MODELVIEW);
+       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)));
 }
 
-Track3D *Engineer::pick_track(int x, int y)
+void Engineer::train_added(Train &train)
 {
-       float xx=(static_cast<float>(x-static_cast<int>(screen_w)/2-100)/screen_h)*0.82843;
-       float yy=(static_cast<float>(y)/screen_h-0.5)*0.82843;
-       float size=4.0/screen_h*0.82843;
+       new_trains.push_back(&train);
 
-       project_3d();
-       glLoadIdentity();
-       glRotatef(-cam_rot*180/M_PI, 0, 0, 1);
-       glTranslatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
+       GL::Color best_color;
+       float best_d_sq = 0;
+       for(unsigned i=0; i<10; ++i)
+       {
+               GL::Color color;
+               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)
+               {
+                       float dr = color.r-j->second.r;
+                       float dg = color.g-j->second.g;
+                       float db = color.b-j->second.b;
+                       float d_sq = dr*dr+dg*dg+db*db;
+                       if(d_sq<min_d_sq)
+                               min_d_sq = d_sq;
+               }
+               if(min_d_sq>best_d_sq)
+               {
+                       best_color = color;
+                       best_d_sq = min_d_sq;
+               }
+       }
+       train_colors[&train] = best_color;
 
-       return layout_3d.pick_track(xx, yy, size);
+       Allocation3D *alloc = new Allocation3D(layout_3d, train);
+       alloc->set_color(best_color);
 }
 
-void Engineer::dismiss_train_prop()
+void Engineer::sighandler(int sig)
 {
-       train_prop_stale=true;
+       if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
+       {
+               signal(sig, SIG_DFL);
+               IO::print(IO::cerr, "Fatal signal received, terminating\n");
+               layout.get_driver().halt(true);
+               layout.get_driver().flush();
+               raise(sig);
+       }
+       else if(sig==SIGTERM || sig==SIGINT)
+               exit(0);
 }
-
-Application::RegApp<Engineer> Engineer::reg;