- fix unhiding in Dynamic.flash()
- some more comments (to make it look less messy ... or messier? :-)
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e18574273a
commit
783c5cde5f
1 changed files with 15 additions and 2 deletions
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@ -248,6 +248,9 @@ tile_path = func(lon, lat) {
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## manages one adjustable value for the Adjust class
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# (applies slider offsets etc.)
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#
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Value = {
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new : func(baseN, name, init) {
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var m = { parents: [Value] };
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@ -295,6 +298,9 @@ Value = {
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};
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## manages a set of adjustable values and is the entry point for data into
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# the dynamic model
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#
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Adjust = {
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new : func(prop) {
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var m = { parents: [Adjust] };
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@ -376,6 +382,8 @@ Adjust = {
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};
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## base class for the dynamic and static models
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#
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Model = {
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# searches first free slot and sets path
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new : func(path) {
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@ -434,6 +442,8 @@ Model = {
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};
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## class for static models (see $FG_ROOT/Docs/README.scenery)
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#
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Static = {
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new : func(path, legend, lon, lat, elev, hdg, pitch, roll) {
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var m = Model.new(path);
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@ -467,6 +477,8 @@ Static = {
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};
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## class for dynamic models. Only one object is dynamic at a time -- the selected object.
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#
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Dynamic = {
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new : func(path, legend, lon, lat, elev, hdg = nil, pitch = nil, roll = nil) {
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var m = Model.new(path);
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@ -485,6 +497,7 @@ Dynamic = {
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return m;
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},
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del : func {
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me.flash(0);
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var parent = me.node.getParent();
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if (parent != nil) {
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parent.removeChild(me.node.getName(), me.node.getIndex());
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@ -492,7 +505,6 @@ Dynamic = {
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},
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make_static : func {
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me.del();
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me.flash(0);
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return Static.new(me.path, adjust.legendN.getValue(),
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adjust.get("lon"), adjust.get("lat"), adjust.get("elev"),
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adjust.get("hdg"), adjust.get("pitch"), adjust.get("roll"));
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@ -537,6 +549,8 @@ Static.make_dynamic = func {
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};
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## manages one dynamic and several static objects
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#
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ModelMgr = {
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new : func(path) {
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var m = { parents: [ModelMgr] };
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@ -574,7 +588,6 @@ ModelMgr = {
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}
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me.dynamic = Dynamic.new(me.modelpath, "", me.lonN.getValue(), me.latN.getValue(),
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me.elevN.getValue());
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# refresh status line to reset display timer
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me.display_status(me.modelpath);
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},
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select : func {
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