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https://github.com/MaSzyna-EU07/maszyna.git
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Editor checkpoint: turnout domain service, web->editor rename, Id-1 templates
Checkpoint of the editor branch so work isn't carried loose across a branch switch. Builds. - maj0sted turnout geometry moved into the domain: domain::lay_turnout lays the diverging path (pre-blade lead, blade at beta, arc of alfa-beta, frog rail) and solve_junction is a thin adapter onto it. - the maj0sted web/ tree renamed to editor/ (namespace and paths) - there is no WASM here, it's plain native C++ the editor calls. - click places the switch at its start (początek rozjazdu); the branch's leaving straight is locked tangent to the frog; switches can be slid along the through track and flipped L/P. - Polish turnout templates carry catalogue length (Id-1-consistent lengths), plus blade-angle and pre-blade fields (left 0 until the catalogue figures are in). - TURNOUT_SPEC.md: the Bezier-based runtime/model contract. - also folds in other pending branch changes (scenery, tests) to leave a clean tree.
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@@ -53,12 +53,17 @@ bool scenarioloader_mode::update() {
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}
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catch (invalid_scenery_exception &e) {
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ErrorLog( "Bad init: scenario loading failed" );
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state.reset();
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Application.pop_mode();
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}
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WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast<std::chrono::seconds>( std::chrono::system_clock::now() - timestart ).count() ) + " seconds" );
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// TODO: implement and use next mode cue
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// the mode object is kept for the next time a scenery is loaded; without dropping the context
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// here, a later enter() would skip deserialize_begin and finish an already-spent parser again
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state.reset();
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Application.pop_mode();
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// starting into the editor the simulation never runs at all: there's no driver mode underneath, so
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// no physics, no AI and no timetables - just the loaded world to work on
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@@ -79,6 +84,11 @@ void scenarioloader_mode::enter() {
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// TBD: hide cursor in fullscreen mode?
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Application.set_cursor( GLFW_CURSOR_NORMAL );
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// a new map from the editor re-enters this mode while the previous load's context is still
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// sitting in `state`; clear it so update() opens the file again instead of re-finishing an
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// exhausted parser (Groups.close / create_map_geometry on an already-built region)
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state.reset();
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simulation::is_ready = false;
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Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
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