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maszyna/application/editortool.h

286 lines
10 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/.
*/
#pragma once
#include <cstddef>
#include <cstdint>
#include <functional>
#include <map>
#include <sstream>
#include <string>
#include <utility>
#include <vector>
#include <glm/glm.hpp>
#include "editor/editorTrack.hpp"
#include "utilities/Classes.h"
class TTrack;
class editor_nmt;
enum class editor_selftest_result
{
unhandled,
handled,
pause,
again
};
enum class editor_first_step { tracks, lay, laid, wheel, join, turnout, undo, save, drive, look, top, select, shape, profile, profile_point, profile_apply, terrain, nmt, plan, plan_band, plan_apply, signal, posts, count };
enum class editor_track_tab { straights, route, path, turnout, profile, speed, joints, infra, lay, lineside, turntable, parallel, srk, kilometrage };
struct track_hover
{
TTrack *track{nullptr};
int path{0};
glm::dvec3 point{0.0};
double since{0.0};
};
struct tool_tab
{
bool open{false};
bool expand{false};
};
// scenery templates standing by the track, placed and checked by the editor
struct template_item
{
std::string file;
glm::dvec3 location{0.0}; // world space
double yaw{0.0};
std::vector<std::string> rest; // parameters after the rotation
bool described{false};
std::string track;
glm::dvec2 tilt{0.0}; // rot.x and rot.z of a described template, degrees
std::map<std::string, std::string> values;
};
struct standing_template
{
scene::instance_handle instance{0};
std::string file; // lower case, forward slashes
glm::dvec3 location{0.0};
double yaw{0.0};
std::vector<std::string> values;
};
// a signal to stand by a track, of the kind of the signal templates: main, shunt...
struct signal_order
{
TTrack *track{nullptr};
int path{0};
glm::dvec3 point{0.0}; // on the axis
int facing{1}; // the trains it faces run 1: towards the end of the path, -1: towards its start
int side{1}; // 1: on the right of the path, -1: on the left
std::string kind;
std::string name;
std::string plate; // the name on the plate under the head, when the template has one
std::string linked{"none"}; // the signal before it, when the template takes one: a block signal shows its aspects by it
std::string file; // the template, of its kind; empty for the one chosen for the kind
};
struct signal_rename
{
scene::instance_handle instance{0};
std::string name;
std::string plate;
std::string linked; // the same, empty to keep the one it has
};
struct standing_signal
{
scene::instance_handle instance{0};
std::string name;
std::string kind;
glm::dvec3 position{0.0};
double yaw{0.0};
std::string linked; // of a template that takes one, else empty
std::string file; // of its template
TTrack *track{nullptr}; // the trains read it on, nullptr while none does
int facing{0}; // the trains it faces run 1: towards the end of the path of the track, -1: towards its start, 0 unknown
std::string read; // its event the trains read, empty for a template without one
};
// a signal template as the signalling picks one: the lights it has and the speeds its events show
struct signal_head
{
std::string file;
std::string name;
std::string kind;
std::string mount;
std::string lamps; // its chambers from the top: z green, c red, p orange, b white, n blue, x blind
std::vector<int> speeds; // of the signal itself, km/h: -1 the highest allowed, 20 the substitute signal
bool chosen{false}; // chosen for its kind among the templates of the signals, placed by hand and with the signalling
int aspects{0}; // of a block signal: 3, or 4 with the warning two signals ahead
std::string lean; // its head leans towards the track: left, standing on the right of it, right, or none
};
// one step of the history of the signalling: signals placed, standing ones renamed, other templates placed with them, the values
// of standing ones replaced
struct signal_changes
{
std::vector<signal_order> placed;
std::vector<signal_rename> renamed;
std::vector<template_item> others;
std::vector<std::pair<scene::instance_handle, std::vector<std::string>>> values;
std::vector<std::pair<scene::instance_handle, std::string>> files; // standing signals given another template, of the same kind, their values kept
std::vector<scene::instance_handle> removed; // includes taken away, the signals among them with their read events
};
struct nmt_place
{
glm::dvec3 position{0.0}; // on the axis of the path
double formation{0.0}; // the height of the formation under it, the foot of the ballast
double crown{0.0}; // the height of the top of the ballast under the rails: what the terrain model measures on a track
double half_width{3.0}; // from the axis to the foot of the ballast
TTrack *track{nullptr};
int path{0};
bool shapes{true}; // not a bridge nor a tunnel
};
inline std::map<std::string, std::string> selftest_values(std::istringstream &Words)
{
std::map<std::string, std::string> values;
std::string pair;
while (Words >> pair)
{
auto const equals{pair.find('=')};
if (equals != std::string::npos)
values[pair.substr(0, equals)] = pair.substr(equals + 1);
}
return values;
}
class editor_selection
{
public:
virtual TTrack *selected_track() const = 0;
virtual std::vector<TTrack *> const &track_set() const = 0;
virtual track_hover const &hovered_track() const = 0;
virtual void set_current_node(scene::basic_node *Node) = 0;
virtual void clear_track_point() = 0;
protected:
~editor_selection() = default;
};
class editor_view
{
public:
virtual glm::dvec3 camera_position() const = 0;
virtual void fly_to(glm::dvec3 const &Target, glm::dvec3 const &Look, double const Distance, double const Duration = 0.6) = 0;
virtual void focus_track(TTrack &Track, int const Path, glm::dvec3 const &Point) = 0;
virtual editor_track_tab current_track_tab() const = 0;
virtual void show_track_tab(editor_track_tab const Wanted) = 0;
protected:
~editor_view() = default;
};
class editor_history
{
public:
// changes with each step of the history taken, undone or redone, also once the oldest steps are dropped
virtual std::size_t history_revision() const = 0;
virtual void push_track_snapshot(std::vector<std::pair<TTrack *, editor_track::state>> States, std::vector<TTrack *> Created = {}, std::vector<TTrack *> Removed = {}) = 0;
// the changes of the kilometrage made since the last step: one step of the history
virtual void push_kilometrage_snapshot() = 0;
protected:
~editor_history() = default;
};
class editor_templates
{
public:
virtual std::vector<standing_template> standing_templates(std::function<bool(std::string const &)> const &Accept) const = 0;
// the layer a tool keeps what it makes in, "<scenery>_<Part>.scm", made when the scenery has none yet. returns: null_handle if there can't be one
virtual scene::layer_handle output_layer(std::string const &Part) = 0;
// in the active layer unless given another
virtual std::size_t place_templates(std::vector<template_item> const &Items, std::string &Error, scene::layer_handle Layer = scene::layer_handle{}) = 0;
virtual std::size_t move_templates(std::vector<std::pair<standing_template, template_item>> const &Moves) = 0;
virtual std::size_t remove_templates(std::vector<scene::instance_handle> const &Instances) = 0;
protected:
~editor_templates() = default;
};
class editor_signals
{
public:
// false while the signal templates are still being looked for
virtual bool standing_signals(std::vector<standing_signal> &Signals, bool const Wait) = 0;
// the signals placed by the templates chosen for their kinds and the rest of the changes, with the tracks changed before: one
// step of the history. returns: how many signals were placed
virtual std::size_t signal_batch(signal_changes const &Changes, std::vector<std::pair<TTrack *, editor_track::state>> States, std::vector<TTrack *> Created, std::string &Error) = 0;
// the signal templates with lights, false while they are still being looked for
virtual bool signal_heads(std::vector<signal_head> &Heads, bool const Wait) = 0;
// the signals given which no track reads, read again by the track they stand by: one step of the history. returns: how many
virtual std::size_t signal_reattach(std::vector<scene::instance_handle> const &Instances) = 0;
// the signal picked, its card at the top of the panel
virtual void select_signal(scene::instance_handle const Instance) = 0;
// the templates of the signals: the one of each kind placed by hand and with the signalling of a station
virtual void render_signal_templates() = 0;
protected:
~editor_signals() = default;
};
class editor_ground
{
public:
virtual glm::dvec3 placement_on_ground(glm::dvec3 Location) = 0;
virtual void nmt_locate() = 0;
virtual std::vector<nmt_place> nmt_track_places(double const Step) const = 0;
virtual editor_nmt &terrain_model() = 0;
virtual double terrain_model_offset() const = 0;
virtual bool terrain_model_fitted() const = 0;
protected:
~editor_ground() = default;
};
class editor_track_design
{
public:
virtual bool track_editing() const = 0;
virtual alignment::limits const &route_norms() const = 0;
virtual bool digitize_drawn(std::vector<TTrack *> const &Created, bool const Alone = true) = 0;
virtual void straight_refresh() = 0;
protected:
~editor_track_design() = default;
};
class editor_guide
{
public:
virtual void first_step_done(editor_first_step const Step) = 0;
protected:
~editor_guide() = default;
};
class editor_services : public editor_selection, public editor_view, public editor_history, public editor_templates, public editor_signals, public editor_ground, public editor_track_design, public editor_guide
{
protected:
~editor_services() = default;
};
class editor_tool
{
public:
virtual ~editor_tool() = default;
virtual void update() {}
virtual void draw_overlay() const {}
virtual void render_options() {}
virtual void render_windows() {}
virtual void forget(scene::basic_node const *Node) {}
virtual editor_selftest_result selftest(std::string const &Command, std::istringstream &Words) { return editor_selftest_result::unhandled; }
};