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Labels: - every button, field, tooltip and message of the editor reread for a beginner: short nouns for the fields with the sentence in the tooltip, the less used options under More settings, one glossary (field of work, template, track, grade), sides told from directions, degrees and per mille as signs, messages built from one format string - plural forms through STR_P; the last entry of a po file is read too, and the Polish plural rule is in the header - lang/editor_pl.po: the code pass entries merged, 391 entries no code uses and 3 duplicates dropped - roads: the notes and errors naming a road translated; the build options and the layout fold the texture length, kerb sizes, traffic share, roundabout part, height over the ground and junction speed limit under More settings, the lanes start folded Grade lines fitted to the terrain model (NMT), a line or the whole scenery at once: - fit_ground: a robust fit on nodes 5 m apart; the ground parting from the line (a bridge, a viaduct, a wall) is gone past rather than followed, the bends keep off the switches as far as their curves reach, a run of bends the same way is one point of intersection, a curve with no room is as sharp as the room lets it be - the ends of the line and the other paths of its switches leading into lines fitted already bound the line by what the tracks between can climb; ends meeting in the plan, laid apart in height by hand, are joined before the run - apply_profile: the paths are split where split_path takes the parameter (a straight was cut in the wrong place, into pieces of a few centimetres the game takes for zero length), no piece shorter than the margin; the paths off the ends of the route are brought to its height - Bytom: 1600 lines, grade breaks at the joints 89 -> 20; Tarnowskie Gory: 848 lines, 223 -> 3; no step over 2 cm
98 lines
3.4 KiB
C++
98 lines
3.4 KiB
C++
/*
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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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#include "stdafx.h"
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#include "application/scenarioloadermode.h"
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#include "utilities/Globals.h"
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#include "simulation/simulation.h"
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#include "simulation/simulationtime.h"
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#include "simulation/simulationenvironment.h"
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#include "application/application.h"
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#include "application/scenarioloaderuilayer.h"
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include "utilities/translation.h"
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#include "audio/audiorenderer.h"
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scenarioloader_mode::scenarioloader_mode() {
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m_userinterface = std::make_shared<scenarioloader_ui>();
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}
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// initializes internal data structures of the mode. returns: true on success, false otherwise
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bool scenarioloader_mode::init() {
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// nothing to do here
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return true;
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}
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// mode-specific update of simulation data. returns: false on error, true otherwise
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bool scenarioloader_mode::update() {
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if (!Global.ready_to_load)
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// waiting for network connection
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return true;
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if (!state) {
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WriteLog("using simulation seed: " + std::to_string(Global.random_seed), logtype::generic);
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WriteLog("using simulation starting timestamp: " + std::to_string(Global.starting_timestamp), logtype::generic);
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// the command line gives the name lowercased, the file may be named in another case, as a scenery made on Windows;
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// the scenery is saved back to its own file then
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if (auto const cased{FileCased(Global.asCurrentSceneryPath + Global.SceneryFile)}; cased.size() > Global.asCurrentSceneryPath.size())
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Global.SceneryFile = cased.substr(Global.asCurrentSceneryPath.size());
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Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
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WriteLog( "\nLoading scenario \"" + Global.SceneryFile + "\"..." );
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timestart = std::chrono::system_clock::now();
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state = simulation::State.deserialize_begin(Global.SceneryFile);
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}
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try {
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if (simulation::State.deserialize_continue(state))
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return true;
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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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Application.pop_mode();
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}
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// the loading state holds the scenario file open, which on some systems keeps the file from being replaced
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// when the scenery is saved in the editor. it'd also get in the way of another load
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state.reset();
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// sound files decoded in the background are all ready before the simulation starts
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audio::renderer.complete_buffers();
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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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Application.pop_mode();
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Application.push_mode( eu07_application::mode::driver );
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return true;
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}
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bool scenarioloader_mode::is_command_processor() const {
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return false;
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}
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// maintenance method, called when the mode is activated
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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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simulation::is_ready = false;
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Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
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m_userinterface->set_progress(STR("Loading scenery"));
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}
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// maintenance method, called when the mode is deactivated
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void scenarioloader_mode::exit() {
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simulation::Time.init( Global.starting_timestamp );
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simulation::Environment.init();
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}
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