Canvas: Add Nasal API for using the Canvas.
This commit is contained in:
parent
47685d1794
commit
07cb9e7df0
1 changed files with 520 additions and 0 deletions
520
Nasal/canvas/api.nas
Normal file
520
Nasal/canvas/api.nas
Normal file
|
@ -0,0 +1,520 @@
|
|||
# Helper function to create a node with the first available index for the given
|
||||
# path relative to the given node
|
||||
#
|
||||
var _createNodeWithIndex = func(node, path)
|
||||
{
|
||||
# TODO do we need an upper limit? (50000 seems already seems unreachable)
|
||||
for(var i = 0; i < 50000; i += 1)
|
||||
{
|
||||
var p = path ~ "[" ~ i ~ "]";
|
||||
if( node.getNode(p) == nil )
|
||||
return node.getNode(p, 1);
|
||||
}
|
||||
|
||||
debug.warn("Unable to get child (already 50000 exist)");
|
||||
|
||||
return nil;
|
||||
};
|
||||
|
||||
# Internal helper
|
||||
var _createColorNodes = func(parent, name)
|
||||
{
|
||||
var node = parent.getNode(name, 1);
|
||||
return [ node.getNode("red", 1),
|
||||
node.getNode("green", 1),
|
||||
node.getNode("blue", 1),
|
||||
node.getNode("alpha", 1) ];
|
||||
};
|
||||
|
||||
var _setColorNodes = func(nodes, color)
|
||||
{
|
||||
if( typeof(nodes) != "vector" )
|
||||
{
|
||||
debug.warn("This element doesn't support setting color");
|
||||
return;
|
||||
}
|
||||
|
||||
if( size(color) == 1 )
|
||||
color = color[0];
|
||||
|
||||
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)");
|
||||
|
||||
for(var i = 0; i < size(color); i += 1)
|
||||
nodes[i].setDoubleValue( color[i] );
|
||||
|
||||
if( size(color) == 3 )
|
||||
# default alpha is 1
|
||||
nodes[3].setDoubleValue(1);
|
||||
};
|
||||
|
||||
var _arg2valarray = func
|
||||
{
|
||||
while ( typeof(arg) == "vector"
|
||||
and size(arg) == 1 and typeof(arg[0]) == "vector" )
|
||||
arg = arg[0];
|
||||
return arg;
|
||||
}
|
||||
|
||||
# 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],
|
||||
a: node.getNode("a", 1),
|
||||
b: node.getNode("b", 1),
|
||||
c: node.getNode("c", 1),
|
||||
d: node.getNode("d", 1),
|
||||
e: node.getNode("e", 1),
|
||||
f: node.getNode("f", 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;
|
||||
},
|
||||
setRotation: func(angle)
|
||||
{
|
||||
var s = math.sin(angle);
|
||||
var c = math.cos(angle);
|
||||
|
||||
me.a.setValue(c);
|
||||
me.b.setValue(s);
|
||||
me.c.setValue(-s);
|
||||
me.d.setValue(c);
|
||||
|
||||
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 = {
|
||||
# Constructor
|
||||
#
|
||||
# @param parent Parent node (In the property tree)
|
||||
# @param type Type string (Used as node name)
|
||||
# @param name Name (Should be unique)
|
||||
new: func(parent, type, name)
|
||||
{
|
||||
var m = {
|
||||
parents: [Element],
|
||||
_node: _createNodeWithIndex(parent, type),
|
||||
};
|
||||
|
||||
if( name != nil )
|
||||
m._node.getNode("name", 1).setValue(name);
|
||||
|
||||
return m;
|
||||
},
|
||||
# Destructor (has to be called manually!)
|
||||
del: func()
|
||||
{
|
||||
me._node.remove();
|
||||
},
|
||||
# Trigger an update of the element
|
||||
#
|
||||
# Elements are automatically updated once a frame, with a delay of one frame.
|
||||
# If you wan't to get an element updated in the current frame you have to use
|
||||
# this method.
|
||||
update: func()
|
||||
{
|
||||
me._node.getNode("update", 1).setValue(1);
|
||||
},
|
||||
# Create a new transformation matrix
|
||||
#
|
||||
# @param vals Default values (Vector of 6 elements)
|
||||
createTransform: func(vals = nil)
|
||||
{
|
||||
var node = _createNodeWithIndex(me._node, "tf");
|
||||
return Transform.new(node, vals);
|
||||
},
|
||||
# Shortcut for setting translation
|
||||
setTranslation: func me._getTf().setTranslation(arg),
|
||||
# Shortcut for setting rotation
|
||||
setRotation: func(rot) me._getTf().setRotation(rot),
|
||||
# Shortcut for setting scale
|
||||
setScale: func me._getTf().setScale(arg),
|
||||
# Shortcut for getting scale
|
||||
getScale: func me._getTf().getScale(),
|
||||
# Set the line/text color
|
||||
#
|
||||
# @param color Vector of 3 or 4 values in [0, 1]
|
||||
setColor: func _setColorNodes(me.color, arg),
|
||||
# Set the fill/background/boundingbox color
|
||||
#
|
||||
# @param color Vector of 3 or 4 values in [0, 1]
|
||||
setColorFill: func _setColorNodes(me.color_fill, arg),
|
||||
# Internal Transform for convenience transform functions
|
||||
_getTf: func
|
||||
{
|
||||
if( me['_tf'] == nil )
|
||||
me['_tf'] = me.createTransform();
|
||||
return me._tf;
|
||||
},
|
||||
};
|
||||
|
||||
# Group
|
||||
# ==============================================================================
|
||||
# Class for a group element on a canvas
|
||||
#
|
||||
var Group = {
|
||||
new: func(parent, name)
|
||||
{
|
||||
return { parents: [Group, Element.new(parent, "group", name)] };
|
||||
},
|
||||
# Create a child of given type with specified name.
|
||||
# type can be group, text
|
||||
createChild: func(type, name = nil)
|
||||
{
|
||||
var factory = me._element_factories[type];
|
||||
|
||||
if( factory == nil )
|
||||
{
|
||||
debug.dump("canvas.Group.createChild(): unknown type (" ~ type ~ ")");
|
||||
return nil;
|
||||
}
|
||||
|
||||
return factory(me._node, name);
|
||||
},
|
||||
# Remove all children
|
||||
removeAllChildren: func()
|
||||
{
|
||||
foreach(var type; keys(me._element_factories))
|
||||
me._node.removeChildren(type, 0);
|
||||
}
|
||||
};
|
||||
|
||||
# Text
|
||||
# ==============================================================================
|
||||
# Class for a text element on a canvas
|
||||
#
|
||||
var Text = {
|
||||
new: func(parent, name)
|
||||
{
|
||||
var m = {
|
||||
parents: [Text, Element.new(parent, "text", name)]
|
||||
};
|
||||
m.color = _createColorNodes(m._node, "color");
|
||||
m.color_fill = _createColorNodes(m._node, "color-fill");
|
||||
return m;
|
||||
},
|
||||
# Set the text
|
||||
setText: func(text)
|
||||
{
|
||||
# add space because osg seems to remove last character if its a space
|
||||
me._node.getNode("text", 1).setValue(typeof(text) == 'scalar' ? text ~ ' ' : "");
|
||||
},
|
||||
# Set alignment
|
||||
#
|
||||
# @param algin 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._node.getNode("alignment", 1).setValue(align);
|
||||
},
|
||||
# Set the font size
|
||||
setSize: func(size, aspect = 1)
|
||||
{
|
||||
me._node.getNode("character-size", 1).setDoubleValue(size);
|
||||
me._node.getNode("character-aspect-ratio", 1).setDoubleValue(aspect);
|
||||
},
|
||||
# Set font (by name of font file)
|
||||
setFont: func(name)
|
||||
{
|
||||
me._node.getNode("font", 1).setValue(name);
|
||||
},
|
||||
# Enumeration of values for drawing mode:
|
||||
TEXT: 1, # The text itself
|
||||
BOUNDINGBOX: 2, # A bounding box (only lines)
|
||||
FILLEDBOUNDINGBOX: 4, # A filled bounding box
|
||||
ALIGNMENT: 8, # 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._node.getNode("draw-mode", 1).setValue(mode);
|
||||
},
|
||||
# Set bounding box padding
|
||||
setPadding: func(pad)
|
||||
{
|
||||
me._node.getNode("padding", 1).setValue(pad);
|
||||
},
|
||||
#
|
||||
getBoundingBox: func()
|
||||
{
|
||||
var bb = me._node.getNode("bounding-box");
|
||||
return [ bb.getChild("min-x").getValue(),
|
||||
bb.getChild("min-y").getValue(),
|
||||
bb.getChild("max-x").getValue(),
|
||||
bb.getChild("max-y").getValue() ];
|
||||
}
|
||||
};
|
||||
|
||||
# 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: 18,
|
||||
VG_SCCWARC_TO_ABS:18,
|
||||
VG_SCCWARC_TO_REL:19,
|
||||
VG_SCWARC_TO: 20,
|
||||
VG_SCWARC_TO_ABS: 20,
|
||||
VG_SCWARC_TO_REL: 21,
|
||||
VG_LCCWARC_TO: 22,
|
||||
VG_LCCWARC_TO_ABS:22,
|
||||
VG_LCCWARC_TO_REL:23,
|
||||
VG_LCWARC_TO: 24,
|
||||
VG_LCWARC_TO_ABS: 24,
|
||||
VG_LCWARC_TO_REL: 25,
|
||||
|
||||
# Number of coordinates per command
|
||||
num_coords: {
|
||||
0: 0, # VG_CLOSE_PATH
|
||||
2: 2, # VG_MOVE_TO
|
||||
4: 2, # VG_LINE_TO
|
||||
6: 1, # VG_HLINE_TO
|
||||
8: 1, # VG_VLINE_TO
|
||||
10: 4, # VG_QUAD_TO
|
||||
12: 6, # VG_CUBIC_TO
|
||||
14: 2, # VG_SQUAD_TO
|
||||
16: 4, # VG_SCUBIC_TO
|
||||
18: 5, # VG_SCCWARC_TO
|
||||
20: 5, # VG_SCWARC_TO
|
||||
22: 5, # VG_LCCWARC_TO
|
||||
24: 5 # VG_LCWARC_TO
|
||||
},
|
||||
|
||||
#
|
||||
new: func(parent, name)
|
||||
{
|
||||
var m = {
|
||||
parents: [Path, Element.new(parent, "path", name)]
|
||||
};
|
||||
m.color = _createColorNodes(m._node, "color");
|
||||
m.color_fill = _createColorNodes(m._node, "color-fill");
|
||||
return m;
|
||||
},
|
||||
# Set the path data (commands and coordinates)
|
||||
setData: func(cmds, coords)
|
||||
{
|
||||
me._node.removeChildren('cmd', 0);
|
||||
me._node.removeChildren('coord', 0);
|
||||
me._node.setValues({cmd: cmds, coord: coords});
|
||||
},
|
||||
setStrokeLineWidth: func(width)
|
||||
{
|
||||
me._node.getNode('stroke-width', 1).setDoubleValue(width);
|
||||
},
|
||||
setStrokeDashPattern: func(pattern)
|
||||
{
|
||||
me._node.removeChildren('stroke-dasharray');
|
||||
|
||||
if( typeof(pattern) == 'vector' )
|
||||
me._node.setValues({'stroke-dasharray': pattern});
|
||||
else
|
||||
debug.warn("setStrokeDashPattern: vector expected!");
|
||||
},
|
||||
setFill: func(fill)
|
||||
{
|
||||
me._node.getNode("fill", 1).setValue(fill);
|
||||
}
|
||||
};
|
||||
|
||||
# Element factories used by #Group elements to create children
|
||||
Group._element_factories = {
|
||||
"group": Group.new,
|
||||
"text": Text.new,
|
||||
"path": Path.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 = _createNodeWithIndex(me.texture, "placement");
|
||||
placement.setValues(vals);
|
||||
return placement;
|
||||
},
|
||||
# Create a new group with the given name
|
||||
#
|
||||
# @param name Option name for the group
|
||||
createGroup: func(name = nil)
|
||||
{
|
||||
return Group.new(me.texture, name);
|
||||
},
|
||||
# Set the background color
|
||||
#
|
||||
# @param color Vector of 3 or 4 values in [0, 1]
|
||||
setColorBackground: func _setColorNodes(me.color, arg)
|
||||
};
|
||||
|
||||
# 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 = { parents: [Canvas] };
|
||||
|
||||
m.texture = _createNodeWithIndex
|
||||
(
|
||||
props.globals.getNode("canvas", 1),
|
||||
"texture"
|
||||
);
|
||||
m.color = _createColorNodes(m.texture, "color-background");
|
||||
m.texture.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(name)
|
||||
{
|
||||
var node_canvas = nil;
|
||||
if( isa(name, props.Node) )
|
||||
node_canvas = name;
|
||||
else if( typeof(name) == 'scalar' )
|
||||
{
|
||||
var canvas_root = props.globals.getNode("canvas");
|
||||
if( canvas_root == nil )
|
||||
return nil;
|
||||
|
||||
foreach(var c; canvas_root.getChildren("texture"))
|
||||
{
|
||||
if( c.getValue("name") == name )
|
||||
node_canvas = c;
|
||||
}
|
||||
}
|
||||
|
||||
if( node_canvas == nil )
|
||||
{
|
||||
debug.warn("Canvas not found: " ~ name);
|
||||
return nil;
|
||||
}
|
||||
|
||||
return {
|
||||
parents: [Canvas],
|
||||
texture: node_canvas,
|
||||
color: _createColorNodes(node_canvas, "color-background")
|
||||
};
|
||||
};
|
Loading…
Add table
Reference in a new issue