The editor branch was written against headers and the PCH, both of which this
branch has done away with, so its own files were ported rather than merged: the
five headers it added are now interface units and their .cpp files module
implementation units.
- editor/{puwg1992,polandmap,turnouts,orthophoto} become eu07.editor.* modules,
application/planpanel becomes eu07.application.planpanel. The plan tool keeps
to its own module rather than joining the eu07.simcore partitions: it stands on
the editor's libraries and eu07.application.uilayer, not on the simulation core,
so :editoruilayer can export import it without a cycle.
- glm arrives by import eu07.glm, never by include, as the rest of the tree does.
maj0sted is header-only and glm-free, so its headers stay includes in the global
module fragment - every unit that names those types includes them itself, since
a global fragment is not visible across units.
- the one textual conflict was :editoruilayer's include block against this
branch's imports; resolved this branch's way plus the planpanel import.
Builds with clang 22 (-DWITH_BETTER_RENDERER=OFF) and starts into the editor on
empty ground with -editor alone.
AnimModel.cpp reaches cParser through the simulation core, not a direct
import, so the previous pass missed it; the propagation now follows the
whole import closure. Train.cpp, drivermode.cpp and Globals.cpp call
Console:: inside _WIN32 guards without importing eu07.console - invisible
on Linux, where those blocks are skipped.
A template defined in a module interface is instantiated in the importing
unit, where its body's types must be complete. A declaration reaching the
importer only through the interface's global module fragment is not
enough for MSVC: cParser::operator>> uses std::stringstream, and every
unit that parsed a float got an incomplete type.
526 headers across 161 units, derived from what each interface's template
bodies actually name.
A "Plan" panel, opened from Track layout in the editor's menu bar, draws a
niweleta the way the web frontend did: click to lay chained straights, drag
a corner to move it, and pick a fit for each gap between them. The geometry
is entirely maj0sted's - the panel gathers the input, hands the document to
solve_project and paints the rails that come back, coloured by whether they
came from a straight, an arc or a clothoid. Scenery nodes are untouched.
A fit the library cannot produce is simply absent from its answer, so the
gap is labelled as not fitting rather than left looking as though its
parameters took effect. Save/load go through the library's own document
format, so a project written here opens in the same state.
Also translates the comments added with -editor into English, matching the
files they sit in.