#------------------------------------------------------------------------------- # canvas.Map #------------------------------------------------------------------------------- # Class for a group element on a canvas with possibly geographic 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) { var obj = { parents: [Map, Group.new(ghost)], layers: {}, controller: nil, }; return obj.setController(); }, del: func() { logprint(_API_dbg_level, "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); } 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"); } return me; }, getController: func() { return me.controller; }, addLayer: func(factory, type_arg=nil, priority=nil, style=nil, opts=nil, visible=1) { if (contains(me.layers, type_arg)) { logprint(DEV_ALERT, "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); }, setScreenRange: func(range) { me.set("screen-range",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"), getScreenRange: func me.get("screen-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(); } } logprint(_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; }, };