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What the plan tool was missing was not geometry but the ordinary business of editing: taking a mistake back, dividing what is drawn, and seeing what the next click will do before making it. Cofanie. The document is plain data, so a step is a copy of it. What counts as one step is decided by watching the document - a fingerprint over the tracks, turnouts and catalogue - rather than by dressing every edit with a call: a frame that changes anything opens a step, and the step closes when the drawing settles. That is what makes a drag, or a number typed digit by digit, one step and not thirty, and nothing can be forgotten on the way in. Ctrl+Z / Ctrl+Y; the scene editor listens for the same keys, so it hands them over while the plan has the keyboard. Złącze i wycięcie. `insert_joint` divides whichever element a station lands in and leaves one chain: the ground does not move, the curvature at the new joint is the one that was always there, and the fit reads the chain the same way afterwards. It is refused on a straight, because two straights end to end are one straight and the skeleton will not read that, and under a turnout, which is one piece of geometry on one element. `cut_track` takes a piece out and does leave two tracks - a gap is the ground between them, not a hole in a chain. Przejście rozjazdowe. A turnout may now stand against another one: where it stands is then worked out from that one's frog, not authored, so moving either carries the other with it and a trapez stays shut. The frog has to land on the line leaving the other frog - not on the track's axis, which is 1,469 m further on for a 1:9 - so the station is settled by laying the turnout and walking it along until it does. Drawing is a tool now, not what a click happens to do: until Rysuj is on, a click picks what is under it. With it on, the cursor at the growing end shows the corner and the straight the next click would lay, worked out by the same fit_corner the click itself uses. A chain only grows at a loose end, and the first element of a track is put down by two clicks instead of landing on the plan's zero. Also here: the curvature strip under the panel, pikietaż in the rows and at the cursor, how far the laid axis runs from the clicks it was drawn from, the file format saying which frame and which units it is in (v9), plans chosen from the directory instead of typed, and editor/samples/demo.m0s - two parallel tracks and a trapez - with the generator that wrote it and a test that opens it and demands it lays clean.
78 lines
1.9 KiB
C++
78 lines
1.9 KiB
C++
module;
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <deque>
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#include <limits>
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#include <mutex>
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#include <ostream>
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#include <sstream>
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#include <type_traits>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include <string>
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export module eu07.simcore:editoruilayer;
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import :fwd;
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import eu07.application.uilayer;
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import :editoruipanels;
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// the plan tool is a module of its own: it stands on the editor's own libraries, not on the
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// simulation core, and the panel is held here by value
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export import eu07.application.planpanel;
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export {
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/*
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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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namespace scene
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{
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}
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class editor_ui : public ui_layer
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{
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public:
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// constructors
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editor_ui();
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// methods
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// updates state of UI elements
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void update() override;
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void set_node(scene::basic_node *Node);
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void add_node_template(const std::string &desc);
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float rot_val();
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bool rot_from_last();
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functions_panel::rotation_mode rot_mode();
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const std::string *get_active_node_template(bool bypassRandom = false);
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nodebank_panel::edit_mode mode();
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float getSpacing();
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void toggleBrushSettings(bool isVisible);
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// whether the plan tool has the keyboard and so owns Ctrl+Z / Ctrl+Y. the scene editor listens
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// for the same keys, and cofniecie ma dotyczyc tego, na co uzytkownik patrzy
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bool plan_takes_history() const;
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protected:
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void render_menu_contents() override;
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private:
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// members
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itemproperties_panel m_itempropertiespanel{"Node Properties", true};
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functions_panel m_functionspanel{"Functions", true};
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nodebank_panel m_nodebankpanel{"Node Bank", true};
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brush_object_list m_brushobjects{"Brush properties", false};
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plan_panel m_planpanel{"Plan", false};
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scene::basic_node *m_node{nullptr}; // currently bound scene node, if any
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};
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} // export
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