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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 16:49:21 +02:00
Files
maszyna/application/driveruilayer.cpp
Hirek193 a0537356bb multiplayer: correct a train by sliding it, not by putting it down again
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
2026-09-07 07:49:47 +00:00

286 lines
6.9 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/.
*/
#include "stdafx.h"
#include "application/driveruilayer.h"
#include "utilities/Globals.h"
#include "application/application.h"
#include "utilities/translation.h"
#include "simulation/simulation.h"
#include "vehicle/Train.h"
#include "model/AnimModel.h"
#include "rendering/renderer.h"
driver_ui::driver_ui()
{
clear_panels();
// bind the panels with ui object. maybe not the best place for this but, eh
add_external_panel(&m_aidpanel);
add_external_panel(&m_scenariopanel);
add_external_panel(&m_timetablepanel);
add_external_panel(&m_debugpanel);
if (Global.gui_showtranscripts)
add_external_panel(&m_transcriptspanel);
add_external_panel(&m_trainingcardpanel);
add_external_panel(&m_vehiclelist);
add_external_panel(&m_timepanel);
add_external_panel(&m_mappanel);
add_external_panel(&m_logpanel);
add_external_panel(&m_perfgraphpanel);
add_external_panel(&m_cameraviewpanel);
add_external_panel(&m_multiplayerlobby);
m_logpanel.is_open = false;
m_aidpanel.title = STR("Driving Aid");
m_scenariopanel.title = STR("Scenario");
m_scenariopanel.size_min = {435, 85};
m_scenariopanel.size_max = {Global.fb_size.x * 0.95f, Global.fb_size.y * 0.95};
m_timetablepanel.title = STR("%-*.*s Time: %d:%02d:%02d");
m_timetablepanel.size_min = {435, 70};
m_timetablepanel.size_max = {435, Global.fb_size.y * 0.95};
m_transcriptspanel.title = STR("Transcripts");
m_transcriptspanel.size_min = {435, 85};
m_transcriptspanel.size_max = {Global.fb_size.x * 0.95, Global.fb_size.y * 0.95};
m_multiplayerlobby.title = STR("Multiplayer lobby");
m_multiplayerlobby.size_min = {560, 320};
m_multiplayerlobby.size_max = {Global.fb_size.x * 0.95f, Global.fb_size.y * 0.95f};
if (Global.gui_defaultwindows)
{
m_aidpanel.is_open = true;
m_scenariopanel.is_open = true;
}
if (Global.gui_trainingdefault)
{
m_mappanel.is_open = true;
m_trainingcardpanel.is_open = true;
m_vehiclelist.is_open = true;
}
}
void driver_ui::render_menu_contents()
{
ui_layer::render_menu_contents();
if (ImGui::BeginMenu(STR_C("Mode windows")))
{
ImGui::MenuItem(m_aidpanel.title.c_str(), "F1", &m_aidpanel.is_open);
ImGui::MenuItem(m_scenariopanel.title.c_str(), "F1", &m_aidpanel.is_open);
ImGui::MenuItem(STR_C("Timetable"), "F2", &m_timetablepanel.is_open);
ImGui::MenuItem(m_debugpanel.name().c_str(), "F12", &m_debugpanel.is_open);
ImGui::MenuItem(m_mappanel.name().c_str(), "Tab", &m_mappanel.is_open);
ImGui::MenuItem(m_vehiclelist.name().c_str(), nullptr, &m_vehiclelist.is_open);
ImGui::MenuItem(m_trainingcardpanel.name().c_str(), nullptr, &m_trainingcardpanel.is_open);
ImGui::MenuItem(m_cameraviewpanel.name().c_str(), nullptr, &m_cameraviewpanel.is_open);
if (DebugModeFlag)
ImGui::MenuItem(m_perfgraphpanel.name().c_str(), nullptr, &m_perfgraphpanel.is_open);
if (ImGui::MenuItem(m_timepanel.name().c_str()))
m_timepanel.open();
if (Application.is_server() || Application.is_client())
ImGui::MenuItem(m_multiplayerlobby.name().c_str(), nullptr, &m_multiplayerlobby.is_open);
ImGui::EndMenu();
}
}
void driver_ui::show_multiplayer_lobby(bool const Show)
{
m_multiplayerlobby.is_open = Show;
}
void driver_ui::showDebugUI()
{
m_debugpanel.is_open = !m_debugpanel.is_open;
}
// potentially processes provided input key. returns: true if key was processed, false otherwise
bool driver_ui::on_key(int const Key, int const Action)
{
if (ui_layer::on_key(Key, Action))
return true;
switch (Key)
{
case GLFW_KEY_TAB:
case GLFW_KEY_F1:
case GLFW_KEY_F2:
case GLFW_KEY_F3:
case GLFW_KEY_F10:
case GLFW_KEY_F12:
{ // ui mode selectors
if (true == Global.ctrlState || true == Global.shiftState)
{
// only react to keys without modifiers
return false;
}
if (Action != GLFW_PRESS)
{
return true;
} // recognized, but ignored
}
default:
{ // everything else
break;
}
}
switch (Key)
{
case GLFW_KEY_TAB:
{
m_mappanel.is_open = !m_mappanel.is_open;
return true;
}
case GLFW_KEY_F1:
{
// basic consist info
auto state = m_aidpanel.is_open == false ? 0 : m_aidpanel.is_expanded == false ? 1 : 2;
state = clamp_circular(++state, 3);
m_aidpanel.is_open = state > 0;
m_aidpanel.is_expanded = state > 1;
return true;
}
case GLFW_KEY_F2:
{
// timetable
auto state = m_timetablepanel.is_open == false ? 0 : m_timetablepanel.is_expanded == false ? 1 : 2;
state = clamp_circular(++state, 3);
m_timetablepanel.is_open = state > 0;
m_timetablepanel.is_expanded = state > 1;
return true;
}
case GLFW_KEY_F3:
{
// debug panel
m_scenariopanel.is_open = !m_scenariopanel.is_open;
return true;
}
case GLFW_KEY_F12:
{
// debug panel
if (Global.shiftState)
{
m_debugpanel.is_open = !m_debugpanel.is_open;
return true;
}
}
default:
{
break;
}
}
return false;
}
// potentially processes provided mouse movement. returns: true if the input was processed, false otherwise
bool driver_ui::on_cursor_pos(double const Horizontal, double const Vertical)
{
// intercept mouse movement when the pause window is on
return m_paused;
}
// potentially processes provided mouse button. returns: true if the input was processed, false otherwise
bool driver_ui::on_mouse_button(int const Button, int const Action)
{
// intercept mouse movement when the pause window is on
return m_paused;
}
// updates state of UI elements
void driver_ui::update()
{
auto const pausemask{1 | 2};
auto ispaused{false == DebugModeFlag && (Global.iPause & pausemask) != 0};
if (ispaused != m_paused && false == Global.ControlPicking)
{
set_cursor(ispaused);
}
m_paused = ispaused;
ui_layer::update();
}
void driver_ui::set_cursor(bool const Visible)
{
if (Visible)
{
Application.set_cursor(GLFW_CURSOR_NORMAL);
Application.set_cursor_pos(Global.window_size.x / 2, Global.window_size.y / 2);
}
else
{
Application.set_cursor(GLFW_CURSOR_DISABLED);
Application.set_cursor_pos(0, 0);
}
}
// render() subclass details
void driver_ui::render_()
{
const std::string *rec_name = m_trainingcardpanel.is_recording();
if (rec_name && m_cameraviewpanel.set_state(true))
{
m_cameraviewpanel.rec_name = *rec_name;
m_cameraviewpanel.is_open = true;
}
else if (!rec_name)
m_cameraviewpanel.set_state(false);
// pause/quit modal
auto const popupheader{STR_C("Simulation Paused")};
ImGui::SetNextWindowSize(ImVec2(-1, -1));
if (ImGui::BeginPopupModal(popupheader, nullptr, 0))
{
if (ImGui::Button(STR_C("Resume"), ImVec2(150, 0)) || ImGui::IsKeyReleased(ImGui::GetKeyIndex(ImGuiKey_Escape)))
{
m_relay.post(user_command::pausetoggle, 0.0, 0.0, GLFW_RELEASE, 0);
}
if (ImGui::Button(STR_C("Quit"), ImVec2(150, 0)))
{
Application.queue_quit(false);
}
if (!m_paused)
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
else if (m_paused)
{
ImGui::OpenPopup(popupheader);
}
}