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https://github.com/MaSzyna-EU07/maszyna.git
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Reversing on the host turned the whole set around on the client, and the locomotive ended up looking like something derailed making its way across the scenery. Both come from the same place: a routine correction was calling place_on_track(), which sets the axles from scratch and works from the vehicle's own idea of which way it faces. That is right for a peer joining with nothing to go on, and wrong for a train that is already running - the placement reorients it. A correction now slides the vehicle along the track it is already on, by the difference between the two bogie offsets, which is the same operation the physics performs on every step. When the two sides disagree about which piece of track the vehicle is on, it is left alone until they agree; guessing there is what put a locomotive beside the rails. place_on_track() is kept for the one case it suits, a peer joining the session. Also: - taking a seat works with the game paused. The whole thing sat inside the "has any time passed" branch, so with the world stopped the lobby button changed the roster and nothing else happened - the debug panel gets a Network section, shown only in a session: role, peer, tick, bytes and messages each way with a running rate, two charts of kB/s so the cost of a session can be read off, how far the worst vehicle is out of place, and whether the state digest agrees. The separate "network" overlay window is gone - everything it said lives there now, together with the lobby and refusal messages that had nowhere to be seen
286 lines
6.9 KiB
C++
286 lines
6.9 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/driveruilayer.h"
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#include "utilities/Globals.h"
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#include "application/application.h"
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#include "utilities/translation.h"
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#include "simulation/simulation.h"
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#include "vehicle/Train.h"
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#include "model/AnimModel.h"
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#include "rendering/renderer.h"
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driver_ui::driver_ui()
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{
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clear_panels();
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// bind the panels with ui object. maybe not the best place for this but, eh
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add_external_panel(&m_aidpanel);
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add_external_panel(&m_scenariopanel);
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add_external_panel(&m_timetablepanel);
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add_external_panel(&m_debugpanel);
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if (Global.gui_showtranscripts)
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add_external_panel(&m_transcriptspanel);
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add_external_panel(&m_trainingcardpanel);
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add_external_panel(&m_vehiclelist);
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add_external_panel(&m_timepanel);
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add_external_panel(&m_mappanel);
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add_external_panel(&m_logpanel);
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add_external_panel(&m_perfgraphpanel);
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add_external_panel(&m_cameraviewpanel);
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add_external_panel(&m_multiplayerlobby);
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m_logpanel.is_open = false;
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m_aidpanel.title = STR("Driving Aid");
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m_scenariopanel.title = STR("Scenario");
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m_scenariopanel.size_min = {435, 85};
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m_scenariopanel.size_max = {Global.fb_size.x * 0.95f, Global.fb_size.y * 0.95};
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m_timetablepanel.title = STR("%-*.*s Time: %d:%02d:%02d");
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m_timetablepanel.size_min = {435, 70};
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m_timetablepanel.size_max = {435, Global.fb_size.y * 0.95};
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m_transcriptspanel.title = STR("Transcripts");
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m_transcriptspanel.size_min = {435, 85};
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m_transcriptspanel.size_max = {Global.fb_size.x * 0.95, Global.fb_size.y * 0.95};
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m_multiplayerlobby.title = STR("Multiplayer lobby");
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m_multiplayerlobby.size_min = {560, 320};
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m_multiplayerlobby.size_max = {Global.fb_size.x * 0.95f, Global.fb_size.y * 0.95f};
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if (Global.gui_defaultwindows)
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{
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m_aidpanel.is_open = true;
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m_scenariopanel.is_open = true;
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}
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if (Global.gui_trainingdefault)
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{
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m_mappanel.is_open = true;
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m_trainingcardpanel.is_open = true;
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m_vehiclelist.is_open = true;
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}
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}
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void driver_ui::render_menu_contents()
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{
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ui_layer::render_menu_contents();
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if (ImGui::BeginMenu(STR_C("Mode windows")))
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{
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ImGui::MenuItem(m_aidpanel.title.c_str(), "F1", &m_aidpanel.is_open);
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ImGui::MenuItem(m_scenariopanel.title.c_str(), "F1", &m_aidpanel.is_open);
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ImGui::MenuItem(STR_C("Timetable"), "F2", &m_timetablepanel.is_open);
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ImGui::MenuItem(m_debugpanel.name().c_str(), "F12", &m_debugpanel.is_open);
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ImGui::MenuItem(m_mappanel.name().c_str(), "Tab", &m_mappanel.is_open);
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ImGui::MenuItem(m_vehiclelist.name().c_str(), nullptr, &m_vehiclelist.is_open);
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ImGui::MenuItem(m_trainingcardpanel.name().c_str(), nullptr, &m_trainingcardpanel.is_open);
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ImGui::MenuItem(m_cameraviewpanel.name().c_str(), nullptr, &m_cameraviewpanel.is_open);
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if (DebugModeFlag)
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ImGui::MenuItem(m_perfgraphpanel.name().c_str(), nullptr, &m_perfgraphpanel.is_open);
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if (ImGui::MenuItem(m_timepanel.name().c_str()))
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m_timepanel.open();
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if (Application.is_server() || Application.is_client())
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ImGui::MenuItem(m_multiplayerlobby.name().c_str(), nullptr, &m_multiplayerlobby.is_open);
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ImGui::EndMenu();
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}
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}
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void driver_ui::show_multiplayer_lobby(bool const Show)
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{
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m_multiplayerlobby.is_open = Show;
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}
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void driver_ui::showDebugUI()
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{
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m_debugpanel.is_open = !m_debugpanel.is_open;
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}
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// potentially processes provided input key. returns: true if key was processed, false otherwise
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bool driver_ui::on_key(int const Key, int const Action)
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{
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if (ui_layer::on_key(Key, Action))
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return true;
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switch (Key)
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{
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case GLFW_KEY_TAB:
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case GLFW_KEY_F1:
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case GLFW_KEY_F2:
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case GLFW_KEY_F3:
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case GLFW_KEY_F10:
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case GLFW_KEY_F12:
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{ // ui mode selectors
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if (true == Global.ctrlState || true == Global.shiftState)
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{
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// only react to keys without modifiers
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return false;
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}
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if (Action != GLFW_PRESS)
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{
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return true;
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} // recognized, but ignored
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}
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default:
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{ // everything else
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break;
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}
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}
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switch (Key)
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{
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case GLFW_KEY_TAB:
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{
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m_mappanel.is_open = !m_mappanel.is_open;
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return true;
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}
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case GLFW_KEY_F1:
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{
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// basic consist info
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auto state = m_aidpanel.is_open == false ? 0 : m_aidpanel.is_expanded == false ? 1 : 2;
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state = clamp_circular(++state, 3);
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m_aidpanel.is_open = state > 0;
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m_aidpanel.is_expanded = state > 1;
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return true;
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}
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case GLFW_KEY_F2:
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{
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// timetable
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auto state = m_timetablepanel.is_open == false ? 0 : m_timetablepanel.is_expanded == false ? 1 : 2;
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state = clamp_circular(++state, 3);
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m_timetablepanel.is_open = state > 0;
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m_timetablepanel.is_expanded = state > 1;
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return true;
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}
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case GLFW_KEY_F3:
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{
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// debug panel
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m_scenariopanel.is_open = !m_scenariopanel.is_open;
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return true;
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}
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case GLFW_KEY_F12:
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{
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// debug panel
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if (Global.shiftState)
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{
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m_debugpanel.is_open = !m_debugpanel.is_open;
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return true;
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}
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}
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default:
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{
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break;
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}
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}
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return false;
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}
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// potentially processes provided mouse movement. returns: true if the input was processed, false otherwise
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bool driver_ui::on_cursor_pos(double const Horizontal, double const Vertical)
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{
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// intercept mouse movement when the pause window is on
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return m_paused;
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}
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// potentially processes provided mouse button. returns: true if the input was processed, false otherwise
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bool driver_ui::on_mouse_button(int const Button, int const Action)
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{
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// intercept mouse movement when the pause window is on
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return m_paused;
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}
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// updates state of UI elements
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void driver_ui::update()
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{
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auto const pausemask{1 | 2};
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auto ispaused{false == DebugModeFlag && (Global.iPause & pausemask) != 0};
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if (ispaused != m_paused && false == Global.ControlPicking)
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{
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set_cursor(ispaused);
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}
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m_paused = ispaused;
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ui_layer::update();
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}
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void driver_ui::set_cursor(bool const Visible)
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{
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if (Visible)
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{
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Application.set_cursor(GLFW_CURSOR_NORMAL);
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Application.set_cursor_pos(Global.window_size.x / 2, Global.window_size.y / 2);
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}
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else
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{
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Application.set_cursor(GLFW_CURSOR_DISABLED);
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Application.set_cursor_pos(0, 0);
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}
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}
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// render() subclass details
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void driver_ui::render_()
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{
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const std::string *rec_name = m_trainingcardpanel.is_recording();
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if (rec_name && m_cameraviewpanel.set_state(true))
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{
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m_cameraviewpanel.rec_name = *rec_name;
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m_cameraviewpanel.is_open = true;
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}
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else if (!rec_name)
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m_cameraviewpanel.set_state(false);
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// pause/quit modal
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auto const popupheader{STR_C("Simulation Paused")};
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ImGui::SetNextWindowSize(ImVec2(-1, -1));
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if (ImGui::BeginPopupModal(popupheader, nullptr, 0))
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{
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if (ImGui::Button(STR_C("Resume"), ImVec2(150, 0)) || ImGui::IsKeyReleased(ImGui::GetKeyIndex(ImGuiKey_Escape)))
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{
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m_relay.post(user_command::pausetoggle, 0.0, 0.0, GLFW_RELEASE, 0);
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}
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if (ImGui::Button(STR_C("Quit"), ImVec2(150, 0)))
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{
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Application.queue_quit(false);
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}
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if (!m_paused)
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ImGui::CloseCurrentPopup();
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ImGui::EndPopup();
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}
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else if (m_paused)
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{
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ImGui::OpenPopup(popupheader);
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}
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}
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