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# Internal helper
var _getColor = func(color)
{
if( size(color) == 1 )
var color = color[0];
if( typeof(color) == 'scalar' )
return color;
if( typeof(color) != "vector" )
return debug.warn("Wrong type for color");
if( size(color) < 3 or size(color) > 4 )
return debug.warn("Color needs 3 or 4 values (RGB or RGBA)");
var str = 'rgb';
if( size(color) == 4 )
str ~= 'a';
str ~= '(';
# rgb = [0,255], a = [0,1]
for(var i = 0; i < size(color); i += 1)
str ~= (i > 0 ? ',' : '') ~ (i < 3 ? int(color[i] * 255) : color[i]);
return str ~ ')';
};
var _arg2valarray = func
{
var ret = arg;
while ( typeof(ret) == "vector"
and size(ret) == 1 and typeof(ret[0]) == "vector" )
ret = ret[0];
return ret;
}
# Transform
# ==============================================================================
# A transformation matrix which is used to transform an #Element on the canvas.
# The dimensions of the matrix are 3x3 where the last row is always 0 0 1:
#
# a c e
# b d f
# 0 0 1
#
# See http://www.w3.org/TR/SVG/coords.html#TransformMatrixDefined for details.
#
var Transform = {
new: func(node, vals = nil)
{
var m = {
parents: [Transform],
_node: node,
a: node.getNode("m[0]", 1),
b: node.getNode("m[1]", 1),
c: node.getNode("m[2]", 1),
d: node.getNode("m[3]", 1),
e: node.getNode("m[4]", 1),
f: node.getNode("m[5]", 1)
};
var use_vals = typeof(vals) == 'vector' and size(vals) == 6;
# initialize to identity matrix
m.a.setDoubleValue(use_vals ? vals[0] : 1);
m.b.setDoubleValue(use_vals ? vals[1] : 0);
m.c.setDoubleValue(use_vals ? vals[2] : 0);
m.d.setDoubleValue(use_vals ? vals[3] : 1);
m.e.setDoubleValue(use_vals ? vals[4] : 0);
m.f.setDoubleValue(use_vals ? vals[5] : 0);
return m;
},
setTranslation: func
{
var trans = _arg2valarray(arg);
me.e.setDoubleValue(trans[0]);
me.f.setDoubleValue(trans[1]);
return me;
},
# Set rotation (Optionally around a specified point instead of (0,0))
#
# setRotation(rot)
# setRotation(rot, cx, cy)
#
# @note If using with rotation center different to (0,0) don't use
# #setTranslation as it would interfere with the rotation.
setRotation: func(angle)
{
var center = _arg2valarray(arg);
var s = math.sin(angle);
var c = math.cos(angle);
me.a.setDoubleValue(c);
me.b.setDoubleValue(s);
me.c.setDoubleValue(-s);
me.d.setDoubleValue(c);
if( size(center) == 2 )
{
me.e.setDoubleValue( (-center[0] * c) + (center[1] * s) + center[0] );
me.f.setDoubleValue( (-center[0] * s) - (center[1] * c) + center[1] );
}
return me;
},
# Set scale (either as parameters or array)
#
# If only one parameter is given its value is used for both x and y
# setScale(x, y)
# setScale([x, y])
setScale: func
{
var scale = _arg2valarray(arg);
me.a.setDoubleValue(scale[0]);
me.d.setDoubleValue(size(scale) >= 2 ? scale[1] : scale[0]);
return me;
},
getScale: func()
{
# TODO handle rotation
return [me.a.getValue(), me.d.getValue()];
}
};
# Element
# ==============================================================================
# Baseclass for all elements on a canvas
#
var Element = {
# Reference frames (for "clip" coordinates)
GLOBAL: 0,
PARENT: 1,
LOCAL: 2,
# Constructor
#
# @param ghost Element ghost as retrieved from core methods
new: func(ghost)
{
return {
parents: [PropertyElement, Element, ghost],
_node: props.wrapNode(ghost._node_ghost)
};
},
# Get parent group/element
getParent: func()
{
var parent_ghost = me._getParent();
if( parent_ghost == nil )
return nil;
var type = props.wrapNode(parent_ghost._node_ghost).getName();
var factory = me._getFactory(type);
if( factory == nil )
return parent_ghost;
return factory(parent_ghost);
},
# Get the canvas this element is placed on
getCanvas: func()
{
wrapCanvas(me._getCanvas());
},
# Check if elements represent same instance
#
# @param el Other Element or element ghost
equals: func(el)
{
return me._node.equals(el._node_ghost);
},
# Hide/Show element
#
# @param visible Whether the element should be visible
setVisible: func(visible = 1)
{
me.setBool("visible", visible);
},
Canvas Scripting Layer (Mapping): - first stab at refactoring the map.nas module, and trying to let the API evolve according to our requirements - split up the module into separate files (some of them will disappear soon) - split up the "drawing" loops into separate functions so that they can be individually called - move actual "drawing" to map_layers.nas - introduce some OOP helpers to prepare a pure Layer-based design - prepare helpers: LayeredMap, GenericMap, AirportMap (TODO: use a real "Layer" class) - move airport features (taxiways, runways, parking, tower) to separate layers (i.e. canvas groups) - avoid using a single update callback and use different layer-specific callbacks to update individual layers more efficiently - add some boilerplate hashes to prepare the MVC design - allow lazy updating of layers, where canvas groups are only populated on demand, to save some time during instantiation, i.e. loading an airport without "parking" selected, will only populate the layer once the checkbox is checked - extend the original code such that it supports showing multiple airports at once - add some proof of concept "navaid" layer using SVG files for navaid symbols (added only NDB symbol from wikimedia commons) regressions: - runway highlighting needs to be re-implemented - parking highlighting will be done differently - enforcing a specific drawing order for layers is currently not explicitly supported, so that taxiways may be rendered on top of runways Also: - integrated with the latest changes in git/master (HEAD) -i.e. metar support - further generalized map.nas - partially moved instantiation from Nasal space to XML space (WIP) - create "toggle layer" checkboxes procedurally in Nasal space - prepared the code to be better reusable in other dialogs (e.g. route manager, map dialog etc) - completely removed the "highlighting" (runway/parking) feature for now, because we talked about re-implementing it anyhow
2012-09-20 23:49:17 +00:00
getVisible: func me.getBool("visible"),
# Hide element (Shortcut for setVisible(0))
hide: func me.setVisible(0),
# Show element (Shortcut for setVisible(1))
show: func me.setVisible(1),
Canvas Scripting Layer (Mapping): - first stab at refactoring the map.nas module, and trying to let the API evolve according to our requirements - split up the module into separate files (some of them will disappear soon) - split up the "drawing" loops into separate functions so that they can be individually called - move actual "drawing" to map_layers.nas - introduce some OOP helpers to prepare a pure Layer-based design - prepare helpers: LayeredMap, GenericMap, AirportMap (TODO: use a real "Layer" class) - move airport features (taxiways, runways, parking, tower) to separate layers (i.e. canvas groups) - avoid using a single update callback and use different layer-specific callbacks to update individual layers more efficiently - add some boilerplate hashes to prepare the MVC design - allow lazy updating of layers, where canvas groups are only populated on demand, to save some time during instantiation, i.e. loading an airport without "parking" selected, will only populate the layer once the checkbox is checked - extend the original code such that it supports showing multiple airports at once - add some proof of concept "navaid" layer using SVG files for navaid symbols (added only NDB symbol from wikimedia commons) regressions: - runway highlighting needs to be re-implemented - parking highlighting will be done differently - enforcing a specific drawing order for layers is currently not explicitly supported, so that taxiways may be rendered on top of runways Also: - integrated with the latest changes in git/master (HEAD) -i.e. metar support - further generalized map.nas - partially moved instantiation from Nasal space to XML space (WIP) - create "toggle layer" checkboxes procedurally in Nasal space - prepared the code to be better reusable in other dialogs (e.g. route manager, map dialog etc) - completely removed the "highlighting" (runway/parking) feature for now, because we talked about re-implementing it anyhow
2012-09-20 23:49:17 +00:00
# Toggle element visibility
toggleVisibility: func me.setVisible( !me.getVisible() ),
#
setGeoPosition: func(lat, lon)
{
me._getTf()._node.getNode("m-geo[4]", 1).setValue("N" ~ lat);
me._getTf()._node.getNode("m-geo[5]", 1).setValue("E" ~ lon);
return me;
},
# Create a new transformation matrix
#
# @param vals Default values (Vector of 6 elements)
createTransform: func(vals = nil)
{
var node = me._node.addChild("tf", 1); # tf[0] is reserved for
# setRotation
return Transform.new(node, vals);
},
# Shortcut for setting translation
setTranslation: func { me._getTf().setTranslation(arg); return me; },
# Get translation set with #setTranslation
getTranslation: func()
{
if( me['_tf'] == nil )
return [0, 0];
return [me._tf.e.getValue(), me._tf.f.getValue()];
},
# Set rotation around transformation center (see #setCenter).
#
# @note This replaces the the existing transformation. For additional scale or
# translation use additional transforms (see #createTransform).
setRotation: func(rot)
{
if( me['_tf_rot'] == nil )
# always use the first matrix slot to ensure correct rotation
# around transformation center.
# tf-rot-index can be set to change the slot to be used. This is used for
# example by the SVG parser to apply the rotation after all
# transformations defined in the SVG file.
me['_tf_rot'] = Transform.new(
me._node.getNode("tf[" ~ me.get("tf-rot-index", 0) ~ "]", 1)
);
me._tf_rot.setRotation(rot, me.getCenter());
return me;
},
# Shortcut for setting scale
setScale: func { me._getTf().setScale(arg); return me; },
# Shortcut for getting scale
getScale: func me._getTf().getScale(),
# Set the fill/background/boundingbox color
#
# @param color Vector of 3 or 4 values in [0, 1]
setColorFill: func me.set('fill', _getColor(arg)),
getColorFill: func me.get('fill'),
#
getTransformedBounds: func me.getTightBoundingBox(),
# Calculate the transformation center based on bounding box and center-offset
updateCenter: func
{
me.update();
var bb = me.getTightBoundingBox();
if( bb[0] > bb[2] or bb[1] > bb[3] )
return;
me._setupCenterNodes
(
(bb[0] + bb[2]) / 2 + (me.get("center-offset-x") or 0),
(bb[1] + bb[3]) / 2 + (me.get("center-offset-y") or 0)
);
return me;
},
# Set transformation center (currently only used for rotation)
setCenter: func()
{
var center = _arg2valarray(arg);
if( size(center) != 2 )
return debug.warn("invalid arg");
me._setupCenterNodes(center[0], center[1]);
return me;
},
# Get transformation center
getCenter: func()
{
var center = [0, 0];
me._setupCenterNodes();
if( me._center[0] != nil )
center[0] = me._center[0].getValue() or 0;
if( me._center[1] != nil )
center[1] = me._center[1].getValue() or 0;
return center;
},
# Internal Transform for convenience transform functions
_getTf: func
{
if( me['_tf'] == nil )
me['_tf'] = me.createTransform();
return me._tf;
},
_setupCenterNodes: func(cx = nil, cy = nil)
{
if( me["_center"] == nil )
me["_center"] = [
me._node.getNode("center[0]", cx != nil),
me._node.getNode("center[1]", cy != nil)
];
if( cx != nil )
me._center[0].setDoubleValue(cx);
if( cy != nil )
me._center[1].setDoubleValue(cy);
}
};
# Group
# ==============================================================================
# Class for a group element on a canvas
#
var Group = {
# public:
new: func(ghost)
{
return { parents: [Group, Element.new(ghost)] };
},
# Create a child of given type with specified id.
# type can be group, text
createChild: func(type, id = nil)
{
var ghost = me._createChild(type, id);
var factory = me._getFactory(type);
if( factory == nil )
return ghost;
return factory(ghost);
},
# Create multiple children of given type
createChildren: func(type, count)
{
var factory = me._getFactory(type);
if( factory == nil )
return [];
var nodes = props._addChildren(me._node._g, [type, count, 0, 0]);
for(var i = 0; i < count; i += 1)
nodes[i] = factory( me._getChild(nodes[i]) );
return nodes;
},
# Create a path child drawing a (rounded) rectangle
#
# @param x Position of left border
# @param y Position of top border
# @param w Width
# @param h Height
# @param cfg Optional settings (eg. {"border-top-radius": 5})
rect: func(x, y, w, h, cfg = nil)
{
return me.createChild("path").rect(x, y, w, h, cfg);
},
# Get a vector of all child elements
getChildren: func()
{
var children = [];
foreach(var c; me._node.getChildren())
if( me._isElementNode(c) )
append(children, me._wrapElement(c));
return children;
},
# Recursively get all children of class specified by first param
getChildrenOfType: func(type, array = nil){
var children = array;
if(children == nil)
children = [];
var my_children = me.getChildren();
if(typeof(type) != 'vector')
type = [type];
foreach(var c; my_children){
foreach(var t; type){
if(isa(c, t)){
append(children, c);
}
}
if(isa(c, canvas.Group)){
c.getChildrenOfType(type, children);
}
}
return children;
},
# Set color to children of type Path and Text. It is possible to optionally
# specify which types of children should be affected by passing a vector as
# the last agrument, ie. my_group.setColor(1,1,1,[Path]);
setColor: func(){
var color = arg;
var types = [Path, Text];
var arg_c = size(color);
if(arg_c > 1 and typeof(color[-1]) == 'vector'){
types = color[-1];
color = subvec(color, 0, arg_c - 1);
}
var children = me.getChildrenOfType(types);
if(typeof(color) == 'vector'){
var first = color[0];
if(typeof(first) == 'vector')
color = first;
}
foreach(var c; children)
c.setColor(color);
},
# Get first child with given id (breadth-first search)
#
# @note Use with care as it can take several miliseconds (for me eg. ~2ms).
# TODO check with new C++ implementation
getElementById: func(id)
{
var ghost = me._getElementById(id);
if( ghost == nil )
return nil;
var node = props.wrapNode(ghost._node_ghost);
var factory = me._getFactory( node.getName() );
if( factory == nil )
return ghost;
return factory(ghost);
},
# Remove all children
removeAllChildren: func()
{
foreach(var type; keys(me._element_factories))
me._node.removeChildren(type, 0);
return me;
},
# private:
_isElementNode: func(el)
{
# element nodes have type NONE and valid element names (those in the factory
# list)
return el.getType() == "NONE"
and me._element_factories[ el.getName() ] != nil;
},
_wrapElement: func(node)
{
# Create element from existing node
return me._element_factories[ node.getName() ]( me._getChild(node._g) );
},
_getFactory: func(type)
{
var factory = me._element_factories[type];
if( factory == nil )
debug.dump("canvas.Group.createChild(): unknown type (" ~ type ~ ")");
return factory;
}
};
# Map
# ==============================================================================
# Class for a group element on a canvas with possibly geopgraphic positions
# which automatically get projected according to the specified projection.
# Each map consists of an arbitrary number of layers (canvas groups)
#
var Map = {
df_controller: nil,
new: func(ghost)
{
return { parents: [Map, Group.new(ghost)], layers:{}, controller:nil }.setController();
},
del: func()
{
#print("canvas.Map.del()");
if (me.controller != nil)
me.controller.del(me);
foreach (var k; keys(me.layers)) {
me.layers[k].del();
delete(me.layers, k);
}
# call inherited 'del'
me.parents = subvec(me.parents,1);
me.del();
},
setController: func(controller=nil, arg...)
{
if (me.controller != nil) me.controller.del(me);
if (controller == nil)
controller = Map.df_controller;
elsif (typeof(controller) != 'hash')
controller = Map.Controller.get(controller);
2014-02-02 18:00:32 +00:00
if (controller == nil) {
me.controller = nil;
} else {
if (!isa(controller, Map.Controller))
die("OOP error: controller needs to inherit from Map.Controller");
me.controller = call(controller.new, [me]~arg, controller, var err=[]); # try...
if (size(err)) {
if (err[0] != "No such member: new") # ... and either catch or rethrow
die(err[0]);
else
me.controller = controller;
} elsif (me.controller == nil) {
me.controller = controller;
} elsif (me.controller != controller and !isa(me.controller, controller))
die("OOP error: created instance needs to inherit from or be the specific controller class");
2014-02-02 18:00:32 +00:00
}
return me;
},
addLayer: func(factory, type_arg=nil, priority=nil, style=nil, opts=nil, visible=1)
{
if(contains(me.layers, type_arg))
printlog("warn", "addLayer() warning: overwriting existing layer:", type_arg);
var options = opts;
# Argument handling
if (type_arg != nil) {
var layer = factory.new(type:type_arg, group:me, map:me, style:style, options:options, visible:visible);
var type = factory.get(type_arg);
var key = type_arg;
} else {
var layer = factory.new(group:me, map:me, style:style, options:options, visible:visible);
var type = factory;
var key = factory.type;
}
me.layers[type_arg] = layer;
if (priority == nil)
priority = type.df_priority;
if (priority != nil)
layer.group.setInt("z-index", priority);
return layer; # return new layer to caller() so that we can directly work with it, i.e. to register event handlers (panning/zooming)
},
getLayer: func(type_arg) me.layers[type_arg],
setRange: func(range) me.set("range",range),
getRange: func me.get('range'),
setPos: func(lat, lon, hdg=nil, range=nil, alt=nil)
{
# TODO: also propage setPos events to layers and symbols (e.g. for offset maps)
me.set("ref-lat", lat);
me.set("ref-lon", lon);
if (hdg != nil)
me.set("hdg", hdg);
if (range != nil)
me.setRange(range);
if (alt != nil)
me.set("altitude", alt);
},
getPos: func
{
return [me.get("ref-lat"),
me.get("ref-lon"),
me.get("hdg"),
me.get("range"),
me.get("altitude")];
},
getLat: func me.get("ref-lat"),
getLon: func me.get("ref-lon"),
getHdg: func me.get("hdg"),
getAlt: func me.get("altitude"),
getRange: func me.get("range"),
getLatLon: func [me.get("ref-lat"), me.get("ref-lon")],
# N.B.: This always returns the same geo.Coord object,
# so its values can and will change at any time (call
# update() on the coord to ensure it is up-to-date,
# which basically calls this method again).
getPosCoord: func
{
var (lat, lon) = (me.get("ref-lat"),
me.get("ref-lon"));
var alt = me.get("altitude");
if (lat == nil or lon == nil) {
if (contains(me, "coord")) {
debug.warn("canvas.Map: lost ref-lat and/or ref-lon source");
}
return nil;
}
if (!contains(me, "coord")) {
me.coord = geo.Coord.new();
var m = me;
me.coord.update = func m.getPosCoord();
}
me.coord.set_latlon(lat,lon,alt or 0);
return me.coord;
},
# Update each layer on this Map. Called by
# me.controller.
update: func(predicate=nil)
{
var t = systime();
foreach (var l; keys(me.layers)) {
var layer = me.layers[l];
# Only update if the predicate allows
if (predicate == nil or predicate(layer))
layer.update();
}
printlog(_MP_dbg_lvl, "Took "~((systime()-t)*1000)~"ms to update map()");
me.setBool("update", 1); # update any coordinates that changed, to avoid floating labels etc.
return me;
},
};
# Text
# ==============================================================================
# Class for a text element on a canvas
#
var Text = {
new: func(ghost)
{
return { parents: [Text, Element.new(ghost)] };
},
# Set the text
setText: func(text)
{
me.set("text", typeof(text) == 'scalar' ? text : "");
},
appendText: func(text)
{
me.set("text", (me.get("text") or "") ~ (typeof(text) == 'scalar' ? text : ""));
},
# Set alignment
#
# @param align String, one of:
# left-top
# left-center
# left-bottom
# center-top
# center-center
# center-bottom
# right-top
# right-center
# right-bottom
# left-baseline
# center-baseline
# right-baseline
# left-bottom-baseline
# center-bottom-baseline
# right-bottom-baseline
#
setAlignment: func(align)
{
me.set("alignment", align);
},
# Set the font size
setFontSize: func(size, aspect = 1)
{
me.setDouble("character-size", size);
me.setDouble("character-aspect-ratio", aspect);
},
# Set font (by name of font file)
setFont: func(name)
{
me.set("font", name);
},
# Enumeration of values for drawing mode:
TEXT: 0x01, # The text itself
BOUNDINGBOX: 0x02, # A bounding box (only lines)
FILLEDBOUNDINGBOX: 0x04, # A filled bounding box
ALIGNMENT: 0x08, # Draw a marker (cross) at the position of the text
# Set draw mode. Binary combination of the values above. Since I haven't found
# a bitwise or we have to use a + instead.
#
# eg. my_text.setDrawMode(Text.TEXT + Text.BOUNDINGBOX);
setDrawMode: func(mode)
{
me.setInt("draw-mode", mode);
},
# Set bounding box padding
setPadding: func(pad)
{
me.setDouble("padding", pad);
},
setMaxWidth: func(w)
{
me.setDouble("max-width", w);
},
setColor: func me.set('fill', _getColor(arg)),
getColor: func me.get('fill'),
setColorFill: func me.set('background', _getColor(arg)),
getColorFill: func me.get('background'),
};
# Path
# ==============================================================================
# Class for an (OpenVG) path element on a canvas
#
var Path = {
# Path segment commands (VGPathCommand)
VG_CLOSE_PATH: 0,
VG_MOVE_TO: 2,
VG_MOVE_TO_ABS: 2,
VG_MOVE_TO_REL: 3,
VG_LINE_TO: 4,
VG_LINE_TO_ABS: 4,
VG_LINE_TO_REL: 5,
VG_HLINE_TO: 6,
VG_HLINE_TO_ABS: 6,
VG_HLINE_TO_REL: 7,
VG_VLINE_TO: 8,
VG_VLINE_TO_ABS: 8,
VG_VLINE_TO_REL: 9,
VG_QUAD_TO: 10,
VG_QUAD_TO_ABS: 10,
VG_QUAD_TO_REL: 11,
VG_CUBIC_TO: 12,
VG_CUBIC_TO_ABS: 12,
VG_CUBIC_TO_REL: 13,
VG_SQUAD_TO: 14,
VG_SQUAD_TO_ABS: 14,
VG_SQUAD_TO_REL: 15,
VG_SCUBIC_TO: 16,
VG_SCUBIC_TO_ABS: 16,
VG_SCUBIC_TO_REL: 17,
VG_SCCWARC_TO: 20, # Note that CC and CCW commands are swapped. This is
VG_SCCWARC_TO_ABS:20, # needed due to the different coordinate systems used.
VG_SCCWARC_TO_REL:21, # In OpenVG values along the y-axis increase from bottom
VG_SCWARC_TO: 18, # to top, whereas in the Canvas system it is flipped.
VG_SCWARC_TO_ABS: 18,
VG_SCWARC_TO_REL: 19,
VG_LCCWARC_TO: 24,
VG_LCCWARC_TO_ABS:24,
VG_LCCWARC_TO_REL:25,
VG_LCWARC_TO: 22,
VG_LCWARC_TO_ABS: 22,
VG_LCWARC_TO_REL: 23,
# Number of coordinates per command
num_coords: [
0, 0, # VG_CLOSE_PATH
2, 2, # VG_MOVE_TO
2, 2, # VG_LINE_TO
1, 1, # VG_HLINE_TO
1, 1, # VG_VLINE_TO
4, 4, # VG_QUAD_TO
6, 6, # VG_CUBIC_TO
2, 2, # VG_SQUAD_TO
4, 4, # VG_SCUBIC_TO
5, 5, # VG_SCCWARC_TO
5, 5, # VG_SCWARC_TO
5, 5, # VG_LCCWARC_TO
5, 5 # VG_LCWARC_TO
],
#
new: func(ghost)
{
return {
parents: [Path, Element.new(ghost)],
_first_cmd: 0,
_first_coord: 0,
_last_cmd: -1,
_last_coord: -1
};
},
# Remove all existing path data
reset: func
{
me._node.removeChildren('cmd', 0);
me._node.removeChildren('coord', 0);
me._node.removeChildren('coord-geo', 0);
me._first_cmd = 0;
me._first_coord = 0;
me._last_cmd = -1;
me._last_coord = -1;
return me;
},
# Set the path data (commands and coordinates)
setData: func(cmds, coords)
{
me.reset();
me._node.setValues({cmd: cmds, coord: coords});
me._last_cmd = size(cmds) - 1;
me._last_coord = size(coords) - 1;
return me;
},
setDataGeo: func(cmds, coords)
{
me.reset();
me._node.setValues({cmd: cmds, 'coord-geo': coords});
me._last_cmd = size(cmds) - 1;
me._last_coord = size(coords) - 1;
return me;
},
# Add a path segment
addSegment: func(cmd, coords...)
{
var coords = _arg2valarray(coords);
var num_coords = me.num_coords[cmd];
if( size(coords) != num_coords )
debug.warn
(
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"Invalid number of arguments (expected " ~ num_coords ~ ")"
);
else
{
me.setInt("cmd[" ~ (me._last_cmd += 1) ~ "]", cmd);
for(var i = 0; i < num_coords; i += 1)
me.setDouble("coord[" ~ (me._last_coord += 1) ~ "]", coords[i]);
}
return me;
},
addSegmentGeo: func(cmd, coords...)
{
var coords = _arg2valarray(coords);
var num_coords = me.num_coords[cmd];
if( size(coords) != num_coords )
debug.warn
(
"Invalid number of arguments (expected " ~ num_coords ~ ")"
);
else
{
me.setInt("cmd[" ~ (me._last_cmd += 1) ~ "]", cmd);
for(var i = 0; i < num_coords; i += 1)
me.set("coord-geo[" ~ (me._last_coord += 1) ~ "]", coords[i]);
}
return me;
},
# Remove first segment
pop_front: func me._removeSegment(1),
# Remove last segment
pop_back: func me._removeSegment(0),
# Get the number of segments
getNumSegments: func()
{
return me._last_cmd - me._first_cmd + 1;
},
# Get the number of coordinates (each command has 0..n coords)
getNumCoords: func()
{
return me._last_coord - me._first_coord + 1;
},
# Move path cursor
moveTo: func me.addSegment(me.VG_MOVE_TO_ABS, arg),
move: func me.addSegment(me.VG_MOVE_TO_REL, arg),
# Add a line
lineTo: func me.addSegment(me.VG_LINE_TO_ABS, arg),
line: func me.addSegment(me.VG_LINE_TO_REL, arg),
# Add a horizontal line
horizTo: func me.addSegment(me.VG_HLINE_TO_ABS, arg),
horiz: func me.addSegment(me.VG_HLINE_TO_REL, arg),
# Add a vertical line
vertTo: func me.addSegment(me.VG_VLINE_TO_ABS, arg),
vert: func me.addSegment(me.VG_VLINE_TO_REL, arg),
# Add a quadratic Bézier curve
quadTo: func me.addSegment(me.VG_QUAD_TO_ABS, arg),
quad: func me.addSegment(me.VG_QUAD_TO_REL, arg),
# Add a cubic Bézier curve
cubicTo: func me.addSegment(me.VG_CUBIC_TO_ABS, arg),
cubic: func me.addSegment(me.VG_CUBIC_TO_REL, arg),
# Add a smooth quadratic Bézier curve
squadTo: func me.addSegment(me.VG_SQUAD_TO_ABS, arg),
squad: func me.addSegment(me.VG_SQUAD_TO_REL, arg),
# Add a smooth cubic Bézier curve
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scubicTo: func me.addSegment(me.VG_SCUBIC_TO_ABS, arg),
scubic: func me.addSegment(me.VG_SCUBIC_TO_REL, arg),
# Draw an elliptical arc (shorter counter-clockwise arc)
arcSmallCCWTo: func me.addSegment(me.VG_SCCWARC_TO_ABS, arg),
arcSmallCCW: func me.addSegment(me.VG_SCCWARC_TO_REL, arg),
# Draw an elliptical arc (shorter clockwise arc)
arcSmallCWTo: func me.addSegment(me.VG_SCWARC_TO_ABS, arg),
arcSmallCW: func me.addSegment(me.VG_SCWARC_TO_REL, arg),
# Draw an elliptical arc (longer counter-clockwise arc)
arcLargeCCWTo: func me.addSegment(me.VG_LCCWARC_TO_ABS, arg),
arcLargeCCW: func me.addSegment(me.VG_LCCWARC_TO_REL, arg),
# Draw an elliptical arc (shorter clockwise arc)
arcLargeCWTo: func me.addSegment(me.VG_LCWARC_TO_ABS, arg),
arcLargeCW: func me.addSegment(me.VG_LCWARC_TO_REL, arg),
# Close the path (implicit lineTo to first point of path)
close: func me.addSegment(me.VG_CLOSE_PATH),
# Add a (rounded) rectangle to the path
#
# @param x Position of left border
# @param y Position of top border
# @param w Width
# @param h Height
# @param cfg Optional settings (eg. {"border-top-radius": 5})
rect: func(x, y, w, h, cfg = nil)
{
var opts = (cfg != nil) ? cfg : {};
# resolve border-[top-,bottom-][left-,right-]radius
var br = opts["border-radius"];
if( typeof(br) == 'scalar' )
br = [br, br];
var _parseRadius = func(id)
{
if( (var r = opts["border-" ~ id ~ "-radius"]) == nil )
{
# parse top, bottom, left, right separate if no value specified for
# single corner
foreach(var s; ["top", "bottom", "left", "right"])
{
if( id.starts_with(s ~ "-") )
{
r = opts["border-" ~ s ~ "-radius"];
break;
}
}
}
if( r == nil )
return br;
else if( typeof(r) == 'scalar' )
return [r, r];
else
return r;
};
# top-left
if( (var r = _parseRadius("top-left")) != nil )
{
me.moveTo(x, y + r[1])
.arcSmallCWTo(r[0], r[1], 0, x + r[0], y);
}
else
me.moveTo(x, y);
# top-right
if( (r = _parseRadius("top-right")) != nil )
{
me.horizTo(x + w - r[0])
.arcSmallCWTo(r[0], r[1], 0, x + w, y + r[1]);
}
else
me.horizTo(x + w);
# bottom-right
if( (r = _parseRadius("bottom-right")) != nil )
{
me.vertTo(y + h - r[1])
.arcSmallCWTo(r[0], r[1], 0, x + w - r[0], y + h);
}
else
me.vertTo(y + h);
# bottom-left
if( (r = _parseRadius("bottom-left")) != nil )
{
me.horizTo(x + r[0])
.arcSmallCWTo(r[0], r[1], 0, x, y + h - r[1]);
}
else
me.horizTo(x);
return me.close();
},
setColor: func me.setStroke(_getColor(arg)),
getColor: func me.getStroke(),
setColorFill: func me.setFill(_getColor(arg)),
getColorFill: func me.getColorFill(),
setFill: func(fill)
{
me.set('fill', fill);
},
setStroke: func(stroke)
{
me.set('stroke', stroke);
},
getStroke: func me.get('stroke'),
setStrokeLineWidth: func(width)
{
me.setDouble('stroke-width', width);
},
# Set stroke linecap
#
# @param linecap String, "butt", "round" or "square"
#
# See http://www.w3.org/TR/SVG/painting.html#StrokeLinecapProperty for details
setStrokeLineCap: func(linecap)
{
me.set('stroke-linecap', linecap);
},
# Set stroke linejoin
#
# @param linejoin String, "miter", "round" or "bevel"
#
# See http://www.w3.org/TR/SVG/painting.html#StrokeLinejoinProperty for details
setStrokeLineJoin: func(linejoin)
{
me.set('stroke-linejoin', linejoin);
},
# Set stroke dasharray
# Set stroke dasharray
#
# @param pattern Vector, Vector of alternating dash and gap lengths
# [on1, off1, on2, ...]
setStrokeDashArray: func(pattern)
{
if( typeof(pattern) == 'vector' )
me.set('stroke-dasharray', string.join(',', pattern));
else
debug.warn("setStrokeDashArray: vector expected!");
return me;
},
# private:
_removeSegment: func(front)
{
if( me.getNumSegments() < 1 )
{
debug.warn("No segment available");
return me;
}
var cmd = front ? me._first_cmd : me._last_cmd;
var num_coords = me.num_coords[ me.get("cmd[" ~ cmd ~ "]") ];
if( me.getNumCoords() < num_coords )
{
debug.warn("To few coords available");
}
me._node.removeChild("cmd", cmd);
var first_coord = front ? me._first_coord : me._last_coord - num_coords + 1;
for(var i = 0; i < num_coords; i += 1)
me._node.removeChild("coord", first_coord + i);
if( front )
{
me._first_cmd += 1;
me._first_coord += num_coords;
}
else
{
me._last_cmd -= 1;
me._last_coord -= num_coords;
}
return me;
},
};
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# Image
# ==============================================================================
# Class for an image element on a canvas
#
var Image = {
new: func(ghost)
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{
return {parents: [Image, Element.new(ghost)]};
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},
# Set image file to be used
#
# @param file Path to file or canvas (Use canvas://... for canvas, eg.
# canvas://by-index/texture[0])
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setFile: func(file)
{
me.set("src", file);
},
# Set rectangular region of source image to be used
#
# @param left Rectangle minimum x coordinate
# @param top Rectangle minimum y coordinate
# @param right Rectangle maximum x coordinate
# @param bottom Rectangle maximum y coordinate
# @param normalized Whether to use normalized ([0,1]) or image
# ([0, image_width]/[0, image_height]) coordinates
setSourceRect: func
{
# Work with both positional arguments and named arguments.
# Support first argument being a vector instead of four separate ones.
if (size(arg) == 1)
arg = arg[0];
elsif (size(arg) and size(arg) < 4 and typeof(arg[0]) == 'vector')
arg = arg[0]~arg[1:];
if (!contains(caller(0)[0], "normalized")) {
if (size(arg) > 4)
var normalized = arg[4];
else var normalized = 1;
}
if (size(arg) >= 3)
var (left,top,right,bottom) = arg;
me._node.getNode("source", 1).setValues({
left: left,
top: top,
right: right,
bottom: bottom,
normalized: normalized
});
return me;
},
# Set size of image element
#
# @param width
# @param height
# - or -
# @param size ([width, height])
setSize: func
{
me._node.setValues({size: _arg2valarray(arg)});
return me;
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}
};
# Element factories used by #Group elements to create children
Group._element_factories = {
"group": Group.new,
"map": Map.new,
"text": Text.new,
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"path": Path.new,
"image": Image.new
};
# Canvas
# ==============================================================================
# Class for a canvas
#
var Canvas = {
# Place this canvas somewhere onto the object. Pass criterions for placement
# as a hash, eg:
#
# my_canvas.addPlacement({
# "texture": "EICAS.png",
# "node": "PFD-Screen",
# "parent": "Some parent name"
# });
#
# Note that we can choose whichever of the three filter criterions we use for
# matching the target object for our placement. If none of the three fields is
# given every texture of the model will be replaced.
addPlacement: func(vals)
{
var placement = me._node.addChild("placement", 0, 0);
placement.setValues(vals);
return placement;
},
# Create a new group with the given name
#
# @param id Optional id/name for the group
createGroup: func(id = nil)
{
return Group.new(me._createGroup(id));
},
# Get the group with the given name
getGroup: func(id)
{
return Group.new(me._getGroup(id));
},
# Set the background color
#
# @param color Vector of 3 or 4 values in [0, 1]
setColorBackground: func me.set('background', _getColor(arg)),
getColorBackground: func me.get('background'),
# Get path of canvas to be used eg. in Image::setFile
getPath: func()
{
return "canvas://by-index/texture[" ~ me._node.getIndex() ~ "]";
},
# Destructor
#
# releases associated canvas and makes this object unusable
del: func
{
me._node.remove();
me.parents = nil; # ensure all ghosts get destroyed
}
};
# @param g Canvas ghost
var wrapCanvas = func(g)
{
if( g != nil and g._impl == nil )
g._impl = {
parents: [PropertyElement, Canvas],
_node: props.wrapNode(g._node_ghost)
};
return g;
}
# Create a new canvas. Pass parameters as hash, eg:
#
# var my_canvas = canvas.new({
# "name": "PFD-Test",
# "size": [512, 512],
# "view": [768, 1024],
# "mipmapping": 1
# });
var new = func(vals)
{
var m = wrapCanvas(_newCanvasGhost());
m._node.setValues(vals);
return m;
};
# Get the first existing canvas with the given name
#
# @param name Name of the canvas
# @return #Canvas, if canvas with #name exists
# nil, otherwise
var get = func(arg)
{
if( isa(arg, props.Node) )
var node = arg;
else if( typeof(arg) == "hash" )
var node = props.Node.new(arg);
else
die("canvas.new: Invalid argument.");
return wrapCanvas(_getCanvasGhost(node._g));
};
var getDesktop = func()
{
return Group.new(_getDesktopGhost());
};