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Editor: fold the plan library into the tree as modules, drop its own name
The track layout library came in as a subproject of its own -- its own CMakeLists, its own install and export rules, its own include tree -- which only made the build harder to follow now that everything else is a module. It is part of the editor, so it lives where the editor lives. - editor/plan_*.cppm / plan_*.cpp: the fifteen interface units and twelve implementation units, flat in editor/ beside editorTerrain and orthophoto, with the plan_ prefix keeping them clear of what was already there (editor/turnouts is the preset catalogue, so the geometry is plan_turnout_geometry). - modules are named eu07.editor.plan_*, like every other module in the tree. - namespaces move under the editor's own: editor::plan, editor::plan::geometry, ::io, ::render. The library's old name is gone from the sources and the docs. - every moved file carries the MPL header the rest of the tree carries; it had none. version.hpp went with the subproject: macros only, and unused. - the umbrella header is dropped -- nothing imported it. - the unit tests survive the fold: editor/tests, behind EU07_EDITOR_PLAN_TESTS (off by default), compiles the interfaces a second time into a small library of its own, because a test can only import modules from a target it links and linking the game would drag the whole simulator in. The code under test needs nothing but a compiler. 7/7 pass. - a switch may now be written with two dashes as well: --editor beside -editor. Builds with clang 22 (-DWITH_BETTER_RENDERER=OFF); -editor and --editor both come up in the editor on empty ground.
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editor/plan_layout.cppm
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52
editor/plan_layout.cppm
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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module;
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#include <string>
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#include <vector>
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export module eu07.editor.plan_layout;
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export import eu07.editor.plan_turnout_geometry;
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export import eu07.editor.plan_model;
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export import eu07.editor.plan_solution;
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export {
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namespace editor::plan {
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/// Solves a whole document: lays every turnout on its through track, lays every
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/// track from its anchor, and moves the tracks that are held parallel to another
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/// track's element until they really lie at the offset they were given.
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///
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/// The order is not fixed in advance — it is worked out from what refers to
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/// what. A branch anchored to a turnout's frog is laid after that turnout, which
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/// is laid after its through track, however deep that goes: a turnout on the
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/// branch of a turnout is nothing special. A reference that runs in a circle is
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/// reported and its members are left unlaid, rather than being fed through a
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/// fixed number of relaxation passes and whatever came out.
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///
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/// Nothing here writes to @p document. Never throws.
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[[nodiscard]] Solution solve(const Document& document);
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/// The catalogue type as the geometry layer wants it: the piece list with its
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/// curvatures signed for @p hand (+1 diverges left). Public because the editor
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/// dimensions a *type* with it — laying one from an identity pose is how the
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/// catalogue numbers are checked before any instance stands on a track.
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[[nodiscard]] plan::Turnout to_domain(const TurnoutType& type, int hand);
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/// The construction points of a turnout laid from @p start: where its parts meet,
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/// where its blade is dimensioned, and the points the drawing takes its lengths
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/// between. Public for the same reason as to_domain — so a bare type is drawn from
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/// the very same list the solver reports for a placement, rather than from a second
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/// idea of what a construction point is.
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[[nodiscard]] std::vector<TurnoutMark> turnout_marks(const plan::TurnoutGeometry& geometry,
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const geometry::Pose& start);
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} // namespace editor::plan
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} // export
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