]> git.tdb.fi Git - r2c2.git/blob - source/engineer/engineer.cpp
36412cfeb017f857efd354c30e8e8e85c1f33fcd
[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 "3d/allocation.h"
24 #include "3d/path.h"
25 #include "3d/track.h"
26 #include "3d/trackcircuit.h"
27 #include "3d/vehicle.h"
28 #include "dynamicdialog.h"
29 #include "engineer.h"
30 #include "mainwindow.h"
31 #include "newtraindialog.h"
32 #include "traindialog.h"
33
34 using namespace std;
35 using namespace R2C2;
36 using namespace Msp;
37
38 Engineer::Engineer(int argc, char **argv):
39         options(argc, argv),
40         window(options.screen_w, options.screen_h, options.fullscreen),
41         keyboard(window),
42         mouse(window),
43         ui_res("data/r2c2.res"),
44         import_active(false),
45         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
46         layout_3d(layout),
47         server(0),
48         main_view(layout_3d, window.get_width(), window.get_height()),
49         emergency_blink_state(0)
50 {
51         // Setup GUI
52         window.set_title("Railroad Engineer");
53         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
54
55         root = new GLtk::Root(ui_res, &window, &keyboard, &mouse);
56         GLtk::Layout *root_layout = new GLtk::Layout;
57         root->set_layout(root_layout);
58         root_layout->set_margin(GLtk::Sides());
59         root_arrangement = new GLtk::FloatingArrangement(*root_layout);
60         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
61         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
62         root->set_visible(true);
63
64         main_wnd = new MainWindow(*this);
65         root->add(*main_wnd);
66         main_wnd->autosize();
67         main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h);
68
69         overlay = new Overlay3D(ui_res.get_default_font());
70
71         // Setup railroad control
72         catalogue.add_source("data/Märklin/H0");
73         DataFile::load(layout, options.layout_fn);
74
75         if(layout.has_driver())
76         {
77                 Driver &driver = layout.get_driver();
78                 driver.signal_locomotive_detected.connect(sigc::mem_fun(this, &Engineer::locomotive_detected));
79                 driver.signal_halt.connect(sigc::mem_fun(this, &Engineer::halt_event));
80         }
81         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
82         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::emergency));
83         const set<Block *> &blocks = layout.get_all<Block>();
84         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
85                 if(TrackCircuit *tc = (*i)->get_sensor())
86                         new TrackCircuit3D(layout_3d, *tc);
87
88         const set<Track *> &tracks = layout.get_all<Track>();
89         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
90                 if((*i)->get_type().is_turnout())
91                         new Path3D(layout_3d.get_3d(**i));
92
93         if(FS::exists(options.state_fn))
94                 DataFile::load(layout, options.state_fn);
95
96         if(options.network)
97         {
98                 server = new Server(layout);
99                 server->use_event_dispatcher(event_disp);
100         }
101
102         // Setup 3D view
103         GL::Pipeline &pipeline = main_view.get_pipeline();
104
105         GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
106         pass->set_depth_test(&GL::DepthTest::lequal());
107         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
108
109         pass = &pipeline.add_pass("overlay");
110         pass->set_blend(&GL::Blend::alpha());
111         pipeline.add_renderable_for_pass(*overlay, "overlay");
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         if(!options.simulate)
127         {
128                 layout.save_dynamic(options.state_fn+".tmp");
129                 FS::rename(options.state_fn+".tmp", options.state_fn);
130         }
131
132         layout.get_driver().halt(true);
133         layout.get_driver().flush();
134
135         delete overlay;
136         delete root_arrangement;
137         delete root;
138
139         delete server;
140 }
141
142 void Engineer::set_status(const string &text)
143 {
144         main_wnd->set_status_text(text);
145         status_timeout = Time::now()+10*Time::sec;
146 }
147
148 void Engineer::add_dynamic_dialog(DynamicDialog &tv)
149 {
150         dyn_dialogs.push_back(&tv);
151 }
152
153 void Engineer::remove_dynamic_dialog(DynamicDialog &tv)
154 {
155         dyn_dialogs.erase(remove(dyn_dialogs.begin(), dyn_dialogs.end(), &tv), dyn_dialogs.end());
156 }
157
158 int Engineer::main()
159 {
160         window.show();
161
162         return Application::main();
163 }
164
165 void Engineer::tick()
166 {
167         window.get_display().tick();
168
169         for(list<Train *>::iterator i=new_trains.begin(); i!=new_trains.end(); ++i)
170                 process_new_train(**i);
171         new_trains.clear();
172
173         layout.tick();
174         layout_3d.tick();
175         event_disp.tick(Time::zero);
176
177         for(list<DynamicDialog *>::iterator i=dyn_dialogs.begin(); i!=dyn_dialogs.end(); ++i)
178                 (*i)->update();
179
180         Time::TimeStamp t = Time::now();
181         if(status_timeout && t>status_timeout)
182         {
183                 main_wnd->set_status_text(string());
184                 status_timeout = Time::TimeStamp();
185         }
186         if(!emergencies.empty() && t>emergency_blink_timeout)
187         {
188                 emergency_blink_state = (emergency_blink_state+1)%2;
189                 GL::Color color(1.0f/(1+emergency_blink_state), 0.0f, 0.0f);
190                 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
191                         (*i)->set_color(color);
192                 emergency_blink_timeout = t+0.5*Time::sec;
193         }
194
195         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
196
197         main_view.render();
198
199         root->render();
200
201         window.swap_buffers();
202 }
203
204 void Engineer::button_press(unsigned btn)
205 {
206         if(btn==1)
207         {
208                 Object *obj = pick_object(pointer);
209                 if(Track *track = dynamic_cast<Track *>(obj))
210                 {
211                         if(track->get_type().is_turnout())
212                         {
213                                 Block &block = track->get_block();
214                                 if(block.get_train() && block.get_train()->is_block_critical(block))
215                                         set_status("Turnout is busy");
216                                 else
217                                 {
218                                         unsigned paths = track->get_type().get_paths();
219                                         unsigned i = track->get_active_path()+1;
220                                         while(!(paths&(1<<i)))
221                                         {
222                                                 if(!(paths>>i))
223                                                         i = 0;
224                                                 else
225                                                         ++i;
226                                         }
227                                         track->set_active_path(i);
228                                         set_status(format("Turnout %d", track->get_turnout_address()));
229                                 }
230                         }
231                         if(unsigned saddr = track->get_sensor_address())
232                         {
233                                 if(options.simulate)
234                                         layout.get_driver().set_sensor(saddr, !layout.get_driver().get_sensor(saddr));
235                                 set_status(format("Sensor %d", saddr));
236                         }
237                 }
238                 else if(Vehicle *veh = dynamic_cast<Vehicle *>(obj))
239                 {
240                         TrainDialog *dlg = new TrainDialog(*this, *veh->get_train());
241                         root->add(*dlg);
242                         dlg->autosize();
243                 }
244         }
245 }
246
247 void Engineer::axis_motion(unsigned axis, float value, float)
248 {
249         if(axis==0)
250                 pointer.x = value;
251         if(axis==1)
252                 pointer.y = value;
253 }
254
255 void Engineer::view_all()
256 {
257         const Layout3D::ObjectMap &objects = layout_3d.get_all();
258
259         float view_aspect = float(window.get_width())/window.get_height();
260         float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
261         float best_score = 0;
262         GL::Vector3 pos;
263         GL::Vector3 up;
264         for(Angle angle; angle<Angle::half_turn(); angle+=Angle::from_radians(0.01))
265         {
266                 Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
267                 BoundingBox bbox;
268                 for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i)
269                         bbox = bbox|trans.transform(i->second->get_object().get_bounding_box());
270
271                 const Vector &minp = bbox.get_minimum_point();
272                 const Vector &maxp = bbox.get_maximum_point();
273
274                 float width = maxp.x-minp.x;
275                 float height = maxp.y-minp.y;
276                 float aspect = width/height;
277                 float score = min(aspect/view_aspect, view_aspect/aspect);
278
279                 if(score>best_score)
280                 {
281                         best_score = score;
282
283                         float size = max(width/view_aspect, height);
284                         float c = cos(angle);
285                         float s = sin(angle);
286                         float x = (minp.x+maxp.x)/2;
287                         float y = (minp.y+maxp.y)/2;
288                         float z = max(size*1.05/view_height, 0.15);
289
290                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
291                         up = GL::Vector3(-s, c, 0);
292                 }
293         }
294
295         GL::Camera &camera = main_view.get_camera();
296         camera.set_position(pos);
297         camera.set_up_direction(up);
298         camera.set_look_direction(GL::Vector3(0, 0, -1));
299         camera.set_aspect(float(window.get_width())/window.get_height());
300         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
301 }
302
303 Object *Engineer::pick_object(const Vector &p)
304 {
305         const GL::Vector3 &start = main_view.get_camera().get_position();
306         GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
307
308         // XXX Do this better; make this function a template?
309         if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, ray.slice<3>(0))))
310                 return veh;
311         return layout.pick<Track>(Ray(start, ray.slice<3>(0)));
312 }
313
314 void Engineer::emergency(Block *block, const string &msg)
315 {
316         set_status(msg);
317         if(block)
318         {
319                 TrackChain3D *tch3d = new TrackChain3D(layout_3d, *block);
320                 tch3d->set_color(GL::Color(1.0f, 0.0f, 0.0f));
321                 tch3d->set_layer(2);
322                 emergencies.push_back(tch3d);
323         }
324 }
325
326 void Engineer::halt_event(bool h)
327 {
328         if(!h)
329         {
330                 for(list<TrackChain3D *>::iterator i=emergencies.begin(); i!=emergencies.end(); ++i)
331                         delete *i;
332                 emergencies.clear();
333         }
334 }
335
336 void Engineer::locomotive_detected(const Driver::DetectedLocomotive &loco)
337 {
338         if(!import_active)
339         {
340                 NewTrainDialog *dlg = new NewTrainDialog(*this);
341                 dlg->prefill(loco);
342                 dlg->signal_response.connect(sigc::mem_fun(this, &Engineer::import_finished));
343                 root->add(*dlg);
344                 import_active = true;
345         }
346 }
347
348 void Engineer::import_finished(int)
349 {
350         import_active = false;
351 }
352
353 void Engineer::process_new_train(Train &train)
354 {
355         Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
356         overlay->set_label(loco3d, train.get_name());
357         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
358 }
359
360 void Engineer::train_added(Train &train)
361 {
362         new_trains.push_back(&train);
363
364         GL::Color best_color;
365         float best_d_sq = 0;
366         for(unsigned i=0; i<10; ++i)
367         {
368                 GL::Color color;
369                 unsigned h = rand()%3;
370                 color.r = (h==0 ? 0.0 : rand()*1.0/RAND_MAX);
371                 color.g = (h==1 ? 0.0 : rand()*1.0/RAND_MAX);
372                 color.b = (h==2 ? 0.0 : rand()*1.0/RAND_MAX);
373                 color = color*(1/max(max(color.r, color.g), color.b));
374                 float min_d_sq = 3;
375                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
376                 {
377                         float dr = color.r-j->second.r;
378                         float dg = color.g-j->second.g;
379                         float db = color.b-j->second.b;
380                         float d_sq = dr*dr+dg*dg+db*db;
381                         if(d_sq<min_d_sq)
382                                 min_d_sq = d_sq;
383                 }
384                 if(min_d_sq>best_d_sq)
385                 {
386                         best_color = color;
387                         best_d_sq = min_d_sq;
388                 }
389         }
390         train_colors[&train] = best_color;
391
392         Allocation3D *alloc = new Allocation3D(layout_3d, train);
393         alloc->set_color(best_color);
394 }
395
396 void Engineer::sighandler(int sig)
397 {
398         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
399         {
400                 signal(sig, SIG_DFL);
401                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
402                 layout.get_driver().halt(true);
403                 layout.get_driver().flush();
404                 raise(sig);
405         }
406         else if(sig==SIGTERM || sig==SIGINT)
407                 exit(0);
408 }