protected override void OnClosing(CancelEventArgs e) { // Minor hack: // If we are currently loading, catch the first close event, and terminate the loader threads // before actually closing the game-window. if (Loading.Cancel == true) { return; } if (!Loading.Complete) { e.Cancel = true; Loading.Cancel = true; } for (int i = 0; i < TrainManager.Trains.Length; i++) { if (TrainManager.Trains[i].State != TrainState.Bogus) { PluginManager.UnloadPlugin(TrainManager.Trains[i]); } } TextureManager.UnloadAllTextures(); for (int i = 0; i < InputDevicePlugin.AvailablePluginInfos.Count; i++) { InputDevicePlugin.CallPluginUnload(i); } if (MainLoop.Quit == MainLoop.QuitMode.ContinueGame && Program.CurrentlyRunningOnMono) { //More forcefully close under Mono, stuff *still* hanging around.... Environment.Exit(0); } base.OnClosing(e); }
internal static void UpdateGraphicsSettings() { if (Program.CurrentRoute != null) { Program.CurrentlyLoading = true; Renderer.RenderScene(0.0); Program.currentGameWindow.SwapBuffers(); CameraAlignment a = Camera.CurrentAlignment; TextureManager.UnloadAllTextures(); if (Program.LoadRoute()) { Camera.CurrentAlignment = a; TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -1.0, true, false); TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, a.TrackPosition, true, false); Camera.AlignmentDirection = new CameraAlignment(); Camera.AlignmentSpeed = new CameraAlignment(); ObjectManager.UpdateVisibility(a.TrackPosition, true); ObjectManager.UpdateAnimatedWorldObjects(0.0, true); } Program.CurrentlyLoading = false; } }
// load route internal static bool LoadRoute() { CurrentStation = -1; Game.Reset(); Renderer.Initialize(); UpdateViewport(); bool result; try { Loading.Load(CurrentRoute, System.Text.Encoding.UTF8); result = true; } catch (Exception ex) { MessageBox.Show(ex.Message, Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Hand); Game.Reset(); CurrentRoute = null; result = false; } LibRender.Renderer.InitializeLighting(); ObjectManager.InitializeVisibility(); TextureManager.UnloadAllTextures(); return(result); }
/// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary> private void SetupSimulation() { if (Loading.Cancel) { Close(); } lock (Illustrations.Locker) { Timetable.CreateTimetable(); } //Check if any critical errors have occured during the route or train loading for (int i = 0; i < Interface.MessageCount; i++) { if (Interface.LogMessages[i].Type == MessageType.Critical) { MessageBox.Show("A critical error has occured:\n\n" + Interface.LogMessages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand); Close(); } } LibRender.Renderer.InitializeLighting(); Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile); Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder); Game.LogDateTime = DateTime.Now; if (Interface.CurrentOptions.LoadInAdvance) { Textures.LoadAllTextures(); } else { TextureManager.UnloadAllTextures(); } // camera ObjectManager.InitializeVisibility(); TrainManager.PlayerTrain.DriverBody = new DriverBody(TrainManager.PlayerTrain); World.CameraTrackFollower.Update(0.0, true, false); World.CameraTrackFollower.Update(-0.1, true, false); World.CameraTrackFollower.Update(0.1, true, false); World.CameraTrackFollower.TriggerType = EventTriggerType.Camera; // starting time and track position Game.SecondsSinceMidnight = 0.0; Game.StartupTime = 0.0; int PlayerFirstStationIndex = -1; double PlayerFirstStationPosition; int os = -1; bool f = false; for (int i = 0; i < Game.Stations.Length; i++) { if (!String.IsNullOrEmpty(Game.InitialStationName)) { if (Game.InitialStationName.ToLowerInvariant() == Game.Stations[i].Name.ToLowerInvariant()) { PlayerFirstStationIndex = i; } } if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0) { if (f == false) { os = i; f = true; } } } if (PlayerFirstStationIndex == -1) { PlayerFirstStationIndex = os; } { int s = Game.Stations[PlayerFirstStationIndex].GetStopIndex(TrainManager.PlayerTrain.Cars.Length); if (s >= 0) { PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition; double TrainLength = 0.0; for (int c = 0; c < TrainManager.PlayerTrain.Cars.Length; c++) { TrainLength += TrainManager.PlayerTrain.Cars[c].Length; } for (int j = 0; j < Game.BufferTrackPositions.Length; j++) { if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j]) { /* * HACK: The initial start position for the player train is stuck on a set of buffers * This means we have to make some one the fly adjustments to the first station stop position */ //Set the start position to be the buffer position plus the train length plus 1m PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1; //Update the station stop location if (s >= 0) { Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition; } else { Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition; } break; } } } else { PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition; } if (Game.InitialStationTime != -1) { Game.SecondsSinceMidnight = Game.InitialStationTime; Game.StartupTime = Game.InitialStationTime; } else { if (Game.Stations[PlayerFirstStationIndex].ArrivalTime < 0.0) { if (Game.Stations[PlayerFirstStationIndex].DepartureTime < 0.0) { Game.SecondsSinceMidnight = 0.0; Game.StartupTime = 0.0; } else { Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].DepartureTime - Game.Stations[PlayerFirstStationIndex].StopTime; Game.StartupTime = Game.Stations[PlayerFirstStationIndex].DepartureTime - Game.Stations[PlayerFirstStationIndex].StopTime; } } else { Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].ArrivalTime; Game.StartupTime = Game.Stations[PlayerFirstStationIndex].ArrivalTime; } } } int OtherFirstStationIndex = -1; double OtherFirstStationPosition = 0.0; double OtherFirstStationTime = 0.0; for (int i = 0; i < Game.Stations.Length; i++) { if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0) { OtherFirstStationIndex = i; int s = Game.Stations[i].GetStopIndex(TrainManager.PlayerTrain.Cars.Length); if (s >= 0) { OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition; } else { OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition; } if (Game.Stations[i].ArrivalTime < 0.0) { if (Game.Stations[i].DepartureTime < 0.0) { OtherFirstStationTime = 0.0; } else { OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime; } } else { OtherFirstStationTime = Game.Stations[i].ArrivalTime; } break; } } if (Game.PrecedingTrainTimeDeltas.Length != 0) { OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1]; if (OtherFirstStationTime < Game.SecondsSinceMidnight) { Game.SecondsSinceMidnight = OtherFirstStationTime; } } // initialize trains for (int i = 0; i < TrainManager.Trains.Length; i++) { TrainManager.Trains[i].Initialize(); int s = TrainManager.Trains[i] == TrainManager.PlayerTrain ? PlayerFirstStationIndex : OtherFirstStationIndex; if (s >= 0) { if (Game.Stations[s].OpenLeftDoors) { for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Doors[0].AnticipatedOpen = true; } } if (Game.Stations[s].OpenRightDoors) { for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Doors[1].AnticipatedOpen = true; } } } if (CurrentRoute.Sections.Length != 0) { CurrentRoute.Sections[0].Enter(TrainManager.Trains[i]); } for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { double length = TrainManager.Trains[i].Cars[0].Length; TrainManager.Trains[i].Cars[j].Move(-length); TrainManager.Trains[i].Cars[j].Move(length); } } foreach (var Train in TrainManager.TFOs) { Train.Initialize(); foreach (var Car in Train.Cars) { double length = Train.Cars[0].Length; Car.Move(-length); Car.Move(length); } } // score Game.CurrentScore.ArrivalStation = PlayerFirstStationIndex + 1; Game.CurrentScore.DepartureStation = PlayerFirstStationIndex; Game.CurrentScore.Maximum = 0; for (int i = 0; i < Game.Stations.Length; i++) { if (i != PlayerFirstStationIndex & Game.Stations[i].PlayerStops()) { if (i == 0 || Game.Stations[i - 1].Type != StationType.ChangeEnds) { Game.CurrentScore.Maximum += Game.ScoreValueStationArrival; } } } if (Game.CurrentScore.Maximum <= 0) { Game.CurrentScore.Maximum = Game.ScoreValueStationArrival; } // signals if (CurrentRoute.Sections.Length > 0) { Game.UpdateSection(CurrentRoute.Sections.Length - 1); } // move train in position for (int i = 0; i < TrainManager.Trains.Length; i++) { double p; if (TrainManager.Trains[i] == TrainManager.PlayerTrain) { p = PlayerFirstStationPosition; } else if (TrainManager.Trains[i].State == TrainState.Bogus) { p = CurrentRoute.BogusPretrainInstructions[0].TrackPosition; TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]); } else { p = OtherFirstStationPosition; } for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++) { TrainManager.Trains[i].Cars[j].Move(p); } } // timetable if (Timetable.DefaultTimetableDescription.Length == 0) { Timetable.DefaultTimetableDescription = Game.LogTrainName; } // initialize camera if (Camera.CurrentRestriction == CameraRestrictionMode.NotAvailable) { Camera.CurrentMode = CameraViewMode.InteriorLookAhead; } //Place the initial camera in the driver car TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].UpdateCamera(); World.CameraTrackFollower.Update(-1.0, true, false); ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + Camera.CurrentAlignment.Position.Z); World.CameraSavedExterior = new CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0); World.CameraSavedTrack = new CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0); // signalling sections for (int i = 0; i < TrainManager.Trains.Length; i++) { int s = TrainManager.Trains[i].CurrentSectionIndex; CurrentRoute.Sections[s].Enter(TrainManager.Trains[i]); } if (CurrentRoute.Sections.Length > 0) { Game.UpdateSection(CurrentRoute.Sections.Length - 1); } // fast-forward until start time { Game.MinimalisticSimulation = true; const double w = 0.25; double u = Game.StartupTime - Game.SecondsSinceMidnight; if (u > 0) { while (true) { double v = u < w ? u : w; u -= v; Game.SecondsSinceMidnight += v; TrainManager.UpdateTrains(v); if (u <= 0.0) { break; } TotalTimeElapsedForSectionUpdate += v; if (TotalTimeElapsedForSectionUpdate >= 1.0) { if (CurrentRoute.Sections.Length > 0) { Game.UpdateSection(CurrentRoute.Sections.Length - 1); } TotalTimeElapsedForSectionUpdate = 0.0; } } } Game.MinimalisticSimulation = false; } // animated objects ObjectManager.UpdateAnimatedWorldObjects(0.0, true); TrainManager.UpdateTrainObjects(0.0, true); //HACK: This function calls a single update on all objects attached to the player's train // but ignores any specified damping so that all needles etc. are in the correct place // for the first frame, rather than spinning wildly to get to the starting point. TrainManager.PlayerTrain.UpdateCabObjects(); // timetable if (TrainManager.PlayerTrain.Station >= 0) { Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture); if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None) { Timetable.CurrentTimetable = Timetable.TimetableState.Custom; } } //Create AI driver for the player train if specified via the commmand line if (Game.InitialAIDriver == true) { TrainManager.PlayerTrain.AI = new Game.SimpleHumanDriverAI(TrainManager.PlayerTrain); if (TrainManager.PlayerTrain.Plugin != null && !TrainManager.PlayerTrain.Plugin.SupportsAI) { Game.AddMessage(Translations.GetInterfaceString("notification_aiunable"), MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.White, Game.SecondsSinceMidnight + 10.0, null); } } // warnings / errors if (Interface.MessageCount != 0) { int filesNotFound = 0; int errors = 0; int warnings = 0; for (int i = 0; i < Interface.MessageCount; i++) { if (Interface.LogMessages[i].FileNotFound) { filesNotFound++; } else if (Interface.LogMessages[i].Type == MessageType.Error) { errors++; } else if (Interface.LogMessages[i].Type == MessageType.Warning) { warnings++; } } string NotFound = null; string Messages; if (filesNotFound != 0) { NotFound = filesNotFound.ToString() + " file(s) not found"; Game.AddMessage(NotFound, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } if (errors != 0 & warnings != 0) { Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)"; Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } else if (errors != 0) { Messages = errors.ToString() + " error(s)"; Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } else { Messages = warnings.ToString() + " warning(s)"; Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null); } Game.RouteInformation.FilesNotFound = NotFound; Game.RouteInformation.ErrorsAndWarnings = Messages; //Print the plugin error encountered (If any) for 10s //This must be done after the simulation has init, as otherwise the timeout doesn't work if (Loading.PluginError != null) { Game.AddMessage(Loading.PluginError, MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null); Game.AddMessage(Translations.GetInterfaceString("errors_plugin_failure2"), MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null); } } loadComplete = true; RenderRealTimeElapsed = 0.0; RenderTimeElapsed = 0.0; World.InitializeCameraRestriction(); Loading.SimulationSetup = true; switch (Game.InitialViewpoint) { case 1: //Switch camera to exterior MainLoop.SaveCameraSettings(); Camera.CurrentMode = CameraViewMode.Exterior; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } //Make bogies visible for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } Camera.AlignmentDirection = new CameraAlignment(); Camera.AlignmentSpeed = new CameraAlignment(); Renderer.UpdateViewport(ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; case 2: //Switch camera to track MainLoop.SaveCameraSettings(); Camera.CurrentMode = CameraViewMode.Track; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } Camera.AlignmentDirection = new CameraAlignment(); Camera.AlignmentSpeed = new CameraAlignment(); Renderer.UpdateViewport(ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; case 3: //Switch camera to flyby MainLoop.SaveCameraSettings(); Camera.CurrentMode = CameraViewMode.FlyBy; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } Camera.AlignmentDirection = new CameraAlignment(); Camera.AlignmentSpeed = new CameraAlignment(); Renderer.UpdateViewport(ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; case 4: //Switch camera to flyby MainLoop.SaveCameraSettings(); Camera.CurrentMode = CameraViewMode.FlyByZooming; MainLoop.RestoreCameraSettings(); for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior); } for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++) { TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0); TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0); } Camera.AlignmentDirection = new CameraAlignment(); Camera.AlignmentSpeed = new CameraAlignment(); Renderer.UpdateViewport(ViewPortChangeMode.NoChange); World.UpdateAbsoluteCamera(0.0); World.UpdateViewingDistances(); break; } }