var _MP_dbg_lvl = "info"; var dump_obj = func(m) { var h = {}; foreach (var k; keys(m)) if (k != "parents") h[k] = m[k]; debug.dump(h); }; ## # must be either of: # 1) draw* callback, 2) SVG filename, 3) Drawable class (with styling/LOD support) var SymbolDrawable = { new: func() { }, }; ## wrapper for each element ## i.e. keeps the canvas and texture map coordinates var CachedElement = { new: func(canvas_path, name, source, offset) { var m = {parents:[CachedElement] }; m.canvas_src = canvas_path; m.name = name; m.source = source; m.offset = offset; return m; }, # new() render: func(group) { # create a raster image child in the render target/group return group.createChild("image", me.name) .setFile( me.canvas_src ) # TODO: fix .setSourceRect() to accept a single vector for coordinates ... .setSourceRect(left:me.source[0],top:me.source[1],right:me.source[2],bottom:me.source[3] , normalized:0) .setTranslation(me.offset); # FIXME: make sure this stays like this and isn't overridden }, # render() }; # of CachedElement var SymbolCache = { # We can draw symbols either with left/top, centered, # or right/bottom alignment. Specify two in a vector # to mix and match, e.g. left/centered would be # [SymbolCache.DRAW_LEFT_TOP,SymbolCache.DRAW_CENTERED] DRAW_LEFT_TOP: 0.0, DRAW_CENTERED: 0.5, DRAW_RIGHT_BOTTOM: 1.0, new: func(dim...) { var m = { parents:[SymbolCache] }; # to keep track of the next free caching spot (in px) m.next_free = [0, 0]; # to store each type of symbol m.dict = {}; if (size(dim) == 1 and typeof(dim[0]) == 'vector') dim = dim[0]; # Two sizes: canvas and symbol if (size(dim) == 2) { var canvas_x = var canvas_y = dim[0]; var image_x = var image_y = dim[1]; # Two widths (canvas and symbol) and then height/width ratio } else if (size(dim) == 3) { var (canvas_x,image_x,ratio) = dim; var canvas_y = canvas_x * ratio; var image_y = image_x * ratio; # Explicit canvas and symbol widths/heights } else if (size(dim) == 4) { var (canvas_x,canvas_y,image_x,image_y) = dim; } m.canvas_sz = [canvas_x, canvas_y]; m.image_sz = [image_x, image_y]; # allocate a canvas m.canvas_texture = canvas.new( { "name": "SymbolCache"~canvas_x~'x'~canvas_y, "size": m.canvas_sz, "view": m.canvas_sz, "mipmapping": 1 }); # add a placement m.canvas_texture.addPlacement( {"type": "ref"} ); return m; }, add: func(name, callback, draw_mode=0) { if (typeof(draw_mode) == 'scalar') var draw_mode0 = var draw_mode1 = draw_mode; else var (draw_mode0,draw_mode1) = draw_mode; # get canvas texture that we use as cache # get next free spot in texture (column/row) # run the draw callback and render into a group var gr = me.canvas_texture.createGroup(); gr.setTranslation( me.next_free[0] + me.image_sz[0]*draw_mode0, me.next_free[1] + me.image_sz[1]*draw_mode1); #settimer(func debug.dump ( gr.getTransformedBounds() ), 0); # XXX: these are only updated when rendered #debug.dump ( gr.getTransformedBounds() ); gr.update(); # apparently this doesn't result in sane output from .getTransformedBounds() either #debug.dump ( gr.getTransformedBounds() ); # draw the symbol callback(gr); # get the bounding box, i.e. coordinates for texture map, or use the .setTranslation() params var coords = me.next_free~me.next_free; foreach (var i; [0,1]) coords[i+2] += me.image_sz[i]; # get the offset we used to position correctly in the bounds of the canvas var offset = [me.image_sz[0]*draw_mode0, me.image_sz[1]*draw_mode1]; # store texture map coordinates in lookup map using the name as identifier me.dict[name] = CachedElement.new(me.canvas_texture.getPath(), name, coords, offset ); # update next free position in cache (column/row) me.next_free[0] += me.image_sz[0]; if (me.next_free[0] >= me.canvas_sz[0]) { me.next_free[0] = 0; me.next_free[1] += me.image_sz[1] } if (me.next_free[1] >= me.canvas_sz[1]) die("SymbolCache: ran out of space after adding '"~name~"'"); }, # add() get: func(name) { if(!contains(me.dict,name)) die("No SymbolCache entry for key:"~ name); return me.dict[name]; }, # get() }; var Symbol = { # Static/singleton: registry: {}, add: func(type, class) me.registry[type] = class, get: func(type) if ((var class = me.registry[type]) == nil) die("unknown type '"~type~"'"); else return class, # Calls corresonding symbol constructor # @param group #Canvas.Group to place this on. new: func(type, group, arg...) { var ret = call((var class = me.get(type)).new, [group]~arg, class); ret.element.set("symbol-type", type); return ret; }, # Non-static: df_controller: nil, # default controller # Update the drawing of this object (position and others). update: func() die("update() not implemented for this symbol type!"), draw: func(group, model, lod) die("draw() not implemented for this symbol type!"), del: func() die("del() not implemented for this symbol type!"), }; # of Symbol Symbol.Controller = { # Static/singleton: registry: {}, add: func(type, class) me.registry[type] = class, get: func(type) if ((var class = me.registry[type]) == nil) die("unknown type '"~type~"'"); else return class, # Calls corresonding symbol constructor # @param model Model to place this on. new: func(type, model, arg...) return call((var class = me.get(type)).new, [model]~arg, class), # Non-static: # Update anything related to a particular model. Returns whether the object needs updating: update: func(model) return 1, # Initialize a controller to an object (or initialize the controller itself): init: func(model) , # Delete an object from this controller (or delete the controller itself): del: func(model) , # Return whether this symbol/object is visible: isVisible: func(model) return 1, # Get the position of this symbol/object: getpos: func(model) , # default provided below }; # of Symbol.Controller var getpos_fromghost = func(positioned_g) return [positioned_g.lat, positioned_g.lon]; # Generic getpos: get lat/lon from any object: # (geo.Coord and positioned ghost currently) Symbol.Controller.getpos = func(obj) { if (typeof(obj) == 'ghost') if (ghosttype(obj) == 'positioned' or ghosttype(obj) == 'Navaid' or ghosttype(obj)=='Fix' or ghosttype(obj)=='flightplan-leg') return getpos_fromghost(obj); else die("bad ghost of type '"~ghosttype(obj)~"'"); if (typeof(obj) == 'hash') if (isa(obj, geo.Coord)) return subvec(obj.latlon(), 0, 2); if (isa(obj, props.Node)) return [ obj.getValue("position/latitude-deg") or obj.getValue("latitude-deg"), obj.getValue("position/longitude-deg") or obj.getValue("longitude-deg") ]; if (contains(obj,'lat') and contains(obj,'lon')) return [obj.lat, obj.lon]; debug.dump(obj); die("no suitable getpos() found! Of type: "~typeof(obj)); }; Symbol.Controller.equals = func(l, r) { if (l == r) return 1; var t = typeof(l); if (t == 'ghost') return 0;#l.id == r.id; if (t == 'hash') if (isa(l, props.Node)) return l.equals(r); else { foreach (var k; keys(l)) if (l[k] != r[k]) return 0; return 1; } die("bad types"); }; var assert_m = func(hash, member) if (!contains(hash, member)) die("required field not found: '"~member~"'"); var assert_ms = func(hash, members...) foreach (var m; members) if (m != nil) assert_m(hash, m); var DotSym = { parents: [Symbol], element_id: nil, # Static/singleton: makeinstance: func(name, hash) { if (!isa(hash, DotSym)) die("OOP error"); #assert_ms(hash, # "element_type", # type of Canvas element # #"element_id", # optional Canvas id # #"init", # initialize routine # "draw", # init/update routine # #getpos", # get position from model in [x_units,y_units] (optional) #); return Symbol.add(name, hash); }, # For the instances returned from makeinstance: # @param group The Canvas group to add this to. # @param model A correct object (e.g. positioned ghost) as # expected by the .draw file that represents # metadata like position, speed, etc. # @param controller Optional controller "glue". Each method # is called with the model as the only argument. new: func(group, model, controller=nil) { var m = { parents: [me], group: group, model: model, controller: controller == nil ? me.df_controller : controller, element: group.createChild( me.element_type, me.element_id ), }; if (m.controller != nil) { temp = m.controller.new(m.model,m); if (temp != nil) m.controller = temp; m.controller.init(model); } else die("default controller not found"); m.init(); return m; }, del: func() { printlog(_MP_dbg_lvl, "DotSym.del()"); me.deinit(); if (me.controller != nil) me.controller.del(me.model); call(func me.model.del(), nil, var err=[]); # try... if (err[0] != "No such member: del") # ... and either catch or rethrow die(err[0]); me.element.del(); }, # Default wrappers: init: func() me.draw(), deinit: func(), update: func() { if (me.controller != nil) { if (!me.controller.update(me.model)) return; elsif (!me.controller.isVisible(me.model)) { me.element.hide(); return; } } else me.element.show(); me.draw(); var pos = me.controller.getpos(me.model); if (size(pos) == 2) pos~=[nil]; # fall through if (size(pos) == 3) var (lat,lon,rotation) = pos; else die("bad position: "~debug.dump(pos)); me.element.setGeoPosition(lat,lon); if (rotation != nil) me.element.setRotation(rotation); }, }; # of DotSym # A layer that manages a list of symbols (using delta positioned handling). var SymbolLayer = { # Static/singleton: registry: {}, add: func(type, class) me.registry[type] = class, get: func(type) if ((var class = me.registry[type]) == nil) die("unknown type '"~type~"'"); else return class, # Non-static: df_controller: nil, # default controller df_priority: nil, # default priority for display sorting type: nil, # type of #Symbol to add (MANDATORY) id: nil, # id of the group #canvas.Element (OPTIONAL) # @param group A group to place this on. # @param controller A controller object (parents=[SymbolLayer.Controller]) # or implementation (parents[0].parents=[SymbolLayer.Controller]). new: func(group, controller=nil) { var m = { parents: [me], group: group.createChild("group", me.id), # TODO: the id is not properly set, but would be useful for debugging purposes (VOR, FIXES, NDB etc) list: [], }; m.searcher = geo.PositionedSearch.new(me.searchCmd, me.onAdded, me.onRemoved, m); # FIXME: hack to expose type of layer: if (caller(1)[1] == Map.addLayer) { var this_type = caller(1)[0].type_arg; if (this_type != nil) m.group.set("symbol-layer-type", this_type); } if (controller == nil) #controller = SymbolLayer.Controller.new(me.type, m); controller = me.df_controller; assert_m(controller, "parents"); if (controller.parents[0] == SymbolLayer.Controller) controller = controller.new(m); assert_m(controller, "parents"); assert_m(controller.parents[0], "parents"); if (controller.parents[0].parents[0] != SymbolLayer.Controller) die("OOP error"); m.controller = controller; m.update(); return m; }, update: func() { me.searcher.update(); foreach (var e; me.list) e.update(); }, del: func() { printlog(_MP_dbg_lvl, "SymbolLayer.del()"); me.controller.del(); foreach (var e; me.list) e.del(); }, findsym: func(model, del=0) { forindex (var i; me.list) { var e = me.list[i]; if (Symbol.Controller.equals(e.model, model)) { if (del) { # Remove this element from the list # TODO: maybe C function for this? extend pop() to accept index? var prev = subvec(me.list, 0, i); var next = subvec(me.list, i+1); me.list = prev~next; } return e; } } return nil; }, searchCmd: func() me.controller.searchCmd(), # Adds a symbol. onAdded: func(model) append(me.list, Symbol.new(me.type, me.group, model)), # Removes a symbol. onRemoved: func(model) { if (me.findsym(model, 1)) die("model not found"); call(func model.del, nil, var err = []); # ignore errors # TODO: ignore only missing member del() errors? and only from the above line? # Note: die(err[0]) rethrows it; die(err[0]~"") does not. }, }; # of SymbolLayer # Class to manage controlling a #SymbolLayer. # Currently handles: # * Searching for new symbols (positioned ghosts or other objects with unique id's). # * Updating the layer (e.g. on an update loop or on a property change). SymbolLayer.Controller = { # Static/singleton: registry: {}, add: func(type, class) me.registry[type] = class, get: func(type) if ((var class = me.registry[type]) == nil) die("unknown type '"~type~"'"); else return class, # Calls corresonding controller constructor # @param layer The #SymbolLayer this controller is responsible for. new: func(type, layer, arg...) return call((var class = me.get(type)).new, [layer]~arg, class), # Non-static: run_update: func() { me.layer.update(); }, # @return List of positioned objects. searchCmd: func() die("searchCmd() not implemented for this SymbolLayer.Controller type!"), }; # of SymbolLayer.Controller var AnimatedLayer = { }; var CompassLayer = { }; var AltitudeArcLayer = { }; var load_MapStructure = func { Map.Controller = { # Static/singleton: registry: {}, add: func(type, class) me.registry[type] = class, get: func(type) if ((var class = me.registry[type]) == nil) die("unknown type '"~type~"'"); else return class, # Calls corresonding controller constructor # @param map The #SymbolMap this controller is responsible for. new: func(type, layer, arg...) return call((var class = me.get(type)).new, [map]~arg, class), }; ####### LOAD FILES ####### #print("loading files"); (func { var FG_ROOT = getprop("/sim/fg-root"); var load = func(file, name) { #print(file); if (name == nil) var name = split("/", file)[-1]; if (substr(name, size(name)-4) == ".draw") name = substr(name, 0, size(name)-5); #print("reading file"); var code = io.readfile(file); #print("compiling file"); # This segfaults for some reason: #var code = call(compile, [code], var err=[]); var code = call(func compile(code, file), [code], var err=[]); if (size(err)) { #print("handling error"); if (substr(err[0], 0, 12) == "Parse error:") { # hack around Nasal feature var e = split(" at line ", err[0]); if (size(e) == 2) err[0] = string.join("", [e[0], "\n at ", file, ", line ", e[1], "\n "]); } for (var i = 1; (var c = caller(i)) != nil; i += 1) err ~= subvec(c, 2, 2); debug.printerror(err); return; } #print("calling code"); call(code, nil, nil, var hash = {}); #debug.dump(keys(hash)); return hash; }; var load_deps = func(name) { load(FG_ROOT~"/Nasal/canvas/map/"~name~".lcontroller", name); load(FG_ROOT~"/Nasal/canvas/map/"~name~".symbol", name); load(FG_ROOT~"/Nasal/canvas/map/"~name~".scontroller", name); } foreach( var name; ['VOR','FIX','NDB','DME','WPT','TFC'] ) load_deps( name ); load(FG_ROOT~"/Nasal/canvas/map/aircraftpos.controller", name); ### # set up a cache for 32x32 symbols var SymbolCache32x32 = SymbolCache.new(1024,32); var drawVOR = func(color, width=3) return func(group) { # print("drawing vor"); var bbox = group.createChild("path") .moveTo(-15,0) .lineTo(-7.5,12.5) .lineTo(7.5,12.5) .lineTo(15,0) .lineTo(7.5,-12.5) .lineTo(-7.5,-12.5) .close() .setStrokeLineWidth(width) .setColor( color ); # debug.dump( bbox.getBoundingBox() ); }; var cachedVOR1 = SymbolCache32x32.add( "VOR-BLUE", drawVOR( color:[0, 0.6, 0.85], width:3), SymbolCache.DRAW_CENTERED ); var cachedVOR2 = SymbolCache32x32.add( "VOR-RED" , drawVOR( color:[1.0, 0, 0], width: 3), SymbolCache.DRAW_CENTERED ); var cachedVOR3 = SymbolCache32x32.add( "VOR-GREEN" , drawVOR( color:[0, 1, 0], width: 3), SymbolCache.DRAW_CENTERED ); var cachedVOR4 = SymbolCache32x32.add( "VOR-WHITE" , drawVOR( color:[1, 1, 1], width: 3), SymbolCache.DRAW_CENTERED ); # STRESS TEST if (0) { for(var i=0;i <= 1024/32*4 - 4; i+=1) SymbolCache32x32.add( "VOR-YELLOW"~i , drawVOR( color:[1, 1, 0], width: 3) ); var dlg = canvas.Window.new([640,320],"dialog"); var my_canvas = dlg.createCanvas().setColorBackground(1,1,1,1); var root = my_canvas.createGroup(); SymbolCache32x32.get(name:"VOR-BLUE").render( group: root ).setGeoPosition(getprop("/position/latitude-deg"),getprop("/position/longitude-deg")); } })(); #print("finished loading files"); ####### TEST SYMBOL ####### canvas.load_MapStructure = func; }; # load_MapStructure setlistener("/nasal/canvas/loaded", load_MapStructure); # end ugly module init listener hack