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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 19:49:19 +02:00
cross event detection also without :, bring highlight on map to front
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@@ -59,6 +59,8 @@ bool node_groups::assign_cross_switch(map::track_switch& sw, TTrack* track, std:
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sw_name.pop_back();
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sw_name.pop_back();
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sw.action[idx] = simulation::Events.FindEvent(sw_name + ":" + id);
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sw.action[idx] = simulation::Events.FindEvent(sw_name + ":" + id);
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if (!sw.action[idx])
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sw.action[idx] = simulation::Events.FindEvent(sw_name + id);
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if (!sw.action[idx])
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if (!sw.action[idx])
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return false;
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return false;
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@@ -161,7 +163,7 @@ node_groups::update_map()
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char lastc = sw_name.back();
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char lastc = sw_name.back();
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sw_name.pop_back();
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sw_name.pop_back();
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if (!simulation::Events.FindEvent(sw_name + ":ac"))
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if (!(simulation::Events.FindEvent(sw_name + ":ac") || simulation::Events.FindEvent(sw_name + "ac")))
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continue;
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continue;
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if (!last_switch || last_switch->name != sw_name) {
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if (!last_switch || last_switch->name != sw_name) {
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@@ -144,11 +144,6 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
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gl33->Draw_Geometry(m_section_handles.begin(), m_section_handles.end());
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gl33->Draw_Geometry(m_section_handles.begin(), m_section_handles.end());
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glLineWidth(4.0f);
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scene_ubs.cascade_end = glm::vec4(0.3f, 0.3f, 1.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.highlighted.begin(), m_colored_paths.highlighted.end());
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glLineWidth(1.5f);
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glLineWidth(1.5f);
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scene_ubs.cascade_end = glm::vec4(0.7f, 0.7f, 0.0f, 0.0f);
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scene_ubs.cascade_end = glm::vec4(0.7f, 0.7f, 0.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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scene_ubo->update(scene_ubs);
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@@ -164,6 +159,11 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
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scene_ubo->update(scene_ubs);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.occupied.begin(), m_colored_paths.occupied.end());
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gl33->Draw_Geometry(m_colored_paths.occupied.begin(), m_colored_paths.occupied.end());
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glLineWidth(4.0f);
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scene_ubs.cascade_end = glm::vec4(0.3f, 0.3f, 1.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.highlighted.begin(), m_colored_paths.highlighted.end());
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if (!Global.gfx_usegles || GLAD_GL_EXT_geometry_shader) {
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if (!Global.gfx_usegles || GLAD_GL_EXT_geometry_shader) {
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gl33->Bind_Texture(0, m_icon_atlas);
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gl33->Bind_Texture(0, m_icon_atlas);
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m_poi_shader->bind();
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m_poi_shader->bind();
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