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maszyna/scene/scenenodegroups.h
maj00r 707b4de2f4 Editor checkpoint: turnout domain service, web->editor rename, Id-1 templates
Checkpoint of the editor branch so work isn't carried loose across a branch
switch. Builds.

- maj0sted turnout geometry moved into the domain: domain::lay_turnout lays the
  diverging path (pre-blade lead, blade at beta, arc of alfa-beta, frog rail) and
  solve_junction is a thin adapter onto it.
- the maj0sted web/ tree renamed to editor/ (namespace and paths) - there is no
  WASM here, it's plain native C++ the editor calls.
- click places the switch at its start (początek rozjazdu); the branch's leaving
  straight is locked tangent to the frog; switches can be slid along the through
  track and flipped L/P.
- Polish turnout templates carry catalogue length (Id-1-consistent lengths), plus
  blade-angle and pre-blade fields (left 0 until the catalogue figures are in).
- TURNOUT_SPEC.md: the Bezier-based runtime/model contract.
- also folds in other pending branch changes (scenery, tests) to leave a clean tree.
2026-08-27 19:36:55 +02:00

83 lines
2.7 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 "scene/scenenode.h"
#include "widgets/map_objects.h"
namespace scene {
struct basic_group {
// members
std::vector<scene::basic_node *> nodes;
std::vector<basic_event *> events;
};
// holds lists of grouped scene nodes
class node_groups {
// NOTE: during scenario deserialization encountering *.inc file causes creation of a new group on the group stack
// this allows all nodes listed in this *.inc file to be grouped and potentially modified together by the editor.
public:
// constructors
node_groups() = default;
// methods
// requests creation of a new node group. returns: handle to the group
group_handle
create();
// indicates creation of current group ended. returns: handle to the parent group or null_handle if group stack is empty
group_handle
close();
// drops every group without touching node pointers — call when the region that owned
// those nodes is about to be (or has just been) destroyed, before a scenery reload
void
clear();
// update minimap objects
void
update_map();
// returns current active group, or null_handle if group stack is empty
group_handle
handle() const;
// places provided node in specified group
void
insert( scene::group_handle const Group, scene::basic_node *Node );
// places provided event in specified group
void
insert( scene::group_handle const Group, basic_event *Event );
// grants direct access to specified group
scene::basic_group &
group( scene::group_handle const Group ) {
return m_groupmap[ Group ]; }
// sends basic content of the class in legacy (text) format to provided stream
void
export_as_text( std::ostream &Output, bool const Dirty ) const;
private:
// types
using group_map = std::unordered_map<scene::group_handle, scene::basic_group>;
// methods
// removes specified group from the group list and group information from the group's nodes
void
erase( group_map::const_iterator Group );
// creates handle for a new group
group_handle
create_handle();
bool
assign_cross_switch(map::track_switch&sw, std::string &sw_name, const std::string &id, size_t idx);
// members
group_map m_groupmap; // map of established node groups
std::stack<scene::group_handle> m_activegroup; // helper, group to be assigned to newly created nodes
};
extern node_groups Groups;
} // scene
//---------------------------------------------------------------------------