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maszyna/application/planpanel.cppm
maj00r 321c9dd7ab 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.
2026-09-13 13:31:01 +02:00

222 lines
9.3 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
module;
#include <string>
#include <variant>
#include <vector>
#include "imgui/imgui.h"
export module eu07.application.planpanel;
import eu07.editor.plan_tilecache;
import eu07.editor.plan_layout;
import eu07.editor.plan_model;
import eu07.editor.plan_render;
import eu07.editor.plan_solution;
import eu07.editor.plan_scn_export;
import eu07.application.uilayer;
import eu07.editor.orthophoto;
export {
// track layout tool. the drawing happens in the viewport, which the tool puts into a top-down
// orthographic plan view; the panel holds only the controls. none of the geometry is computed here:
// the plan library solves the whole document and the panel paints what comes back.
//
// a track is a chain of elements, and every one of them says outright what it is: prosta of so many
// metres, luk of radius R turning so far, krzywa przejsciowa easing to R over so many metres. there
// is no second language of "run on until you reach that line" - laying by clicking along the ground
// works out the corner at the click and writes the numbers down.
//
// what one track keeps against another is said as a relation, not redrawn by hand: an element may be
// held parallel to another track's element at a given miedzytorze, and the solver moves the whole
// track until it really is.
class plan_panel : public ui_panel
{
public:
plan_panel(std::string const &Name, bool const Isopen);
void update() override;
void render_contents() override;
private:
using Document = editor::plan::Document;
using Element = editor::plan::Element;
using ElementId = editor::plan::ElementId;
using Solution = editor::plan::Solution;
using Track = editor::plan::Track;
using TrackId = editor::plan::TrackId;
using TurnoutId = editor::plan::TurnoutId;
// panels
void render_toolbar();
void render_elements();
void render_turnouts();
// joining two tracks into one: the radius a join may bend at, and the button that starts
// pointing at the ends to join. everything else about it happens on the map
void render_join();
void render_turnout_type(editor::plan::TurnoutType &Type_);
// the catalogue drawing of the chosen type, in its own window: the diverging path piece by
// piece, both tracks' rails, and the points a drawing is dimensioned from
void render_template_window();
void render_diagnostics();
void render_storage();
void export_scn(bool Run_);
void run_scn();
void seed_catalogue();
void render_newmap_dialog();
void render_location_dialog();
// scene
void handle_scene();
void draw_on_scene();
void go_to_plan();
// document
void solve();
void start_map(bool const Georeferenced, double const Originx, double const Originy);
Track *current_track();
Track const *current_track() const;
void new_track();
void delete_current_track();
void clear_selection();
// carries the track on to (X,Y). the track ends where it was last clicked, so that end is the
// corner: it gets rounded with an arc of m_corner_radius, the straight behind it gives up the
// tangent, and the new straight runs out to (X,Y) exactly. all of it lands in the document as
// ordinary elements with ordinary lengths
void append_point_to(double const X, double const Y);
// takes back one click: the trailing straight, its corner arc, and the tangent the arc had
// taken off the straight before it - which leaves the track ending on the click before
void drop_last_vertex();
// appends one element to the end of the current track, exactly as asked for
void append_element(editor::plan::Kind const Kind);
void drop_last_element();
void delete_selected_element();
void place_turnout_at(TrackId const On, double const Wx, double const Wy);
// re-lays the edited track along the lines its straights sat on before the change, so a new
// radius (or a new transition length) is absorbed by the corner it belongs to and nothing
// further down the track moves. false, with a reason, when it cannot be laid that way
bool refit_current_track(std::string &Why);
// swings the grabbed straight onto the line through its far end and (X,Y), then re-fits the
// arcs on either side of it. leaves the track untouched when that cannot be laid
void drag_straight_to(double const X, double const Y);
// hit tests, in screen pixels
// the end of a straight of the edited track: OutIndex is its element index, OutEnd 0 for the
// end it starts on and 1 for the end it runs out to
bool hit_straight_end(ImVec2 const &Mouse, std::size_t &OutIndex, int &OutEnd) const;
bool hit_element(ImVec2 const &Mouse, ElementId &OutElement, TrackId &OutTrack) const;
bool hit_turnout(ImVec2 const &Mouse, TurnoutId &OutTurnout) const;
// the loose end of any track: OutEnd 0 for the one it starts on, 1 for the one it runs out to.
// a track hanging on a turnout's port has no free start, so that one is not offered
bool hit_track_end(ImVec2 const &Mouse, float const Tolerance, TrackId &OutTrack, int &OutEnd) const;
// whether that end is loose at all: one that already stands on another track's end is joined
// to it, and there is nothing to join twice
bool loose_end(editor::plan::SolvedTrack const &Track_, int const End_) const;
// how an end reads for a join laid out of it or into it: one facing the wrong way for that
// is taken backwards, which is what turning the track round would do to it anyway
static editor::plan::geometry::Pose join_pose(editor::plan::SolvedTrack const &Track_, int const End_, bool const Leaving_);
// lays the join and leaves one track, saying what it cost
void join_ends(TrackId const A, int const Aend, TrackId const B, int const Bend);
// nearest station along a solved track's axis, for placing and sliding turnouts
bool station_on(TrackId const Track, double const Wx, double const Wy, double &OutStation) const;
TrackId nearest_track_axis(ImVec2 const &Mouse, float const Tolerance) const;
// members
Document m_document;
Solution m_solution;
std::vector<editor::plan::PlanPolyline> m_rails;
TrackId m_track{};
ElementId m_sel_element{};
TurnoutId m_sel_turnout{};
// a press on the ground does whatever is under it: picks up what is drawn there, or carries the
// current track on to there. every transient errand (placing a turnout, picking the element to
// run parallel to) is started from its own button, and Esc drops back out of it
bool m_dragging_turnout{false};
// grabbing a straight by one of its ends: which one, and the far end it swings about. the far
// end is captured once, at the grab, because re-fitting the arc behind it moves it
bool m_dragging_straight{false};
std::size_t m_drag_index{0};
int m_drag_end{0};
double m_pivot_x{0.0};
double m_pivot_y{0.0};
// an empty track needs two clicks before there is anything to carry on: the first only marks
// where it starts. after that the track always ends on the last click, which is the corner the
// next one is rounded at
bool m_pending{false};
double m_startx{0.0};
double m_starty{0.0};
// 0 idle, 1 waiting for a click on the through track
int m_pick_turnout{0};
// 0 idle, 1 waiting for the element the selected one is to be held parallel to
int m_pick_parallel{0};
// scalanie by pointing at it: 0 idle, 1 waiting for the first end, 2 for the second. a track
// joins onto another end to start, so which of the two ends is clicked says which way round
int m_pick_join{0};
TrackId m_join_first{};
int m_join_first_end{0};
// what the next appended element is made of
double m_new_radius{300.0};
double m_new_length{100.0};
int m_new_hand{1};
// the radius a corner is rounded with when laying by clicking
double m_corner_radius{300.0};
// the radius a join may bend at
double m_join_radius{300.0};
// miedzytorze a new hold is given, metres
double m_new_offset{4.75};
int m_turnout_type{0};
// which piece of the chosen type's geometry list is open for editing; -1 = none
int m_sel_piece{-1};
// the template drawing. a switch is thirty metres long and a metre and a half wide, so like
// every catalogue drawing this one is stretched across the track - the ratio is said on screen
bool m_show_template{false};
float m_tpl_zoom{1.0f};
float m_tpl_pan{0.0f}; // metres off centre, along the through track
float m_tpl_exagg{6.0f}; // przewyzszenie poprzeczne
bool m_tpl_rails{true};
bool m_tpl_marks{true};
// lukowanie in the drawing: the radius the tor zasadniczy is bent to, and which way
double m_tpl_bend_radius{0.0};
int m_tpl_bend_hand{0};
char m_namebuf[128]{};
std::string m_status;
char m_path[256]{"editor/plan.m0s"};
char m_scn_path[256]{"scenery/plan_export.scn"};
std::vector<std::string> m_scn_warnings;
// the exported scenery is opened in the editor by default: it stands up without a locomotive,
// and looking at what was drawn is what the export is usually for
bool m_scn_run_editor{true};
bool m_scn_trainset{true};
bool m_pickingplace{false};
double m_pickx{0.0};
double m_picky{0.0};
double m_mapviewx{0.0};
double m_mapviewy{0.0};
double m_mapscale{0.0};
editor::wms_image m_topomap{editor::plan::WmsConfig::geoportal_topo()};
editor::orthophoto_source m_ortho;
// 1 km topo cells for views wider than a kilometre (orto's 100 m grid is too dense there)
editor::orthophoto_source m_topo{editor::plan::WmsConfig::geoportal_topo(), 1000, "topo"};
bool m_showortho{true};
};
} // export