# See: http://wiki.flightgear.org/MapStructure # This layer is currently being restructured to better support 1) styling, 2) LOD and 3) caching of instanced symbols # The corresponding APIs in MapStructure.nas and api.nas should probably be extended acccordingly # # We can look into adapting the other layers once we have a single use-case that works properly - including styling, LOD and caching - # at that point, the framework should have evolved sufficiently. # # It would probably be a good idea to incrementally port some other layers and provide the corresponding helpers/APIs, to reduce the amount # of specialized/identical code in the .symbol files. # # Class things: var name = 'DME'; var parents = [DotSym]; var __self__ = caller(0)[0]; DotSym.makeinstance( name, __self__ ); var element_type = "group"; # we want a group, becomes "me.element" var timer = nil; ### # symbols (canvas groups) managed by this file # var icon_dme = nil; var scale_animation = 1; var animate = func { if (me.scale_animation >= 1) me.scale_animation -= .5; else me.scale_animation += .5; me.element.setScale( me.scale_animation ); } var del = func { # me.timer.stop(); } # CachedElement # StyleAttribute # Styleable # RangeAwareElement # var DMEIcon = StyleableElement.new( [{color:IconColor}, ] ); ### # FIXME: these should probably be part of MapStructure itself # TODO: Need to come up with a StyleableElement class for this sort of stuff var apply_styling = func { # add all styleable groups here # no need to do this whenever draw is called - typically, attributes won't change at all - so this is kinda redundant var current_color = me.icon_dme.getColor(); var required_color = nil; if (typeof(me.map.controller["is_tuned"]) == 'func' and me.map.controller.is_tuned(me.model.frequency/100)) #TODO: once we support caching/instancing, we cannot just change the symbol like this - we need to use a different symbol from the cache instead # which is why these things need to be done ONCE during init to set up a cache entry for each symbol variation to come up with a corresponding raster image # TODO: API-wise it would make sense to maintain a vector of required keys, so that the style hash can be validated in the ctor of the layer # to ensure that all mandatory fields are supplied required_color = canvas._getColor( me.layer.style.color_tuned); else required_color = canvas._getColor( me.layer.style.color_default); if (current_color != required_color) { # print("Setting color!"); # TODO: this is where we would select another cached symbol me.icon_dme.setColor( required_color ); } # else print("Not changing color (unnecessary)"); # debug.dump(me.layer.style); } ### # NOTE: This is only applied during initialization # TODO: expose via addLayer/style param # TODO: also needs to be aware of current range, so that proper LOD handling can be implemented var apply_scale = func { # add all symbols here that need scaling me.icon_dme.setScale( me.layer.style.scale_factor ); } ### # draw routines must be called here to create a lookup table # with different symbols, based on styling (colors etc) # because we can no longer change instanced symbols later on # as they will be shared, so we need one cache entry for each # variation in style var init_cache = func { } ## # init is done separately to prepare support for caching (instanced symbols) # var init = func { # debug.dump(me.layer.style); me.icon_dme = me.element.createChild("path") .moveTo(-15,0) .line(-12.5,-7.5) .line(7.5,-12.5) .line(12.5,7.5) .lineTo(7.5,-12.5) .line(12.5,-7.5) .line(7.5,12.5) .line(-12.5,7.5) .lineTo(15,0) .lineTo(7.5,12.5) .vert(14.5) .horiz(-14.5) .vert(-14.5) .close() .setStrokeLineWidth( me.layer.style.line_width ) .set("z-index",-2); # finally scale the symbol as requested, this is done last so that people can override this when creating the layer me.apply_scale(); if (me.layer.style.animation_test) { me.timer = maketimer(0.33, func me.animate() ); me.timer.start(); } me.draw(); } ## # this method is REQUIRED # check if the current station is tuned or not - and style the symbol accordingly (color) var draw = func { me.apply_styling(); };