1157 lines
37 KiB
Text
1157 lines
37 KiB
Text
################################################################################
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## MapStructure mapping/charting framework for Nasal/Canvas, by Philosopher
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## See: http://wiki.flightgear.org/MapStructure
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###############################################################################
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#######
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## Dev Notes:
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##
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## - consider adding two types of SymbolLayers (sub-classes): Static (fixed positions, navaids/fixes) Dynamic (frequently updated, TFC/WXR, regardless of aircraft position)
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## - FLT should be managed by aircraftpos.controller probably (interestign corner case actually)
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## - consider adding an Overlay, i.e. for things like compass rose, lat/lon coordinate grid, but also tiled map data fetched on line
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## - consider patching svg.nas to allow elements to be styled via the options hash by rewriting attributes, could even support animations that way
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## - style handling/defaults should be moved to symbol files probably
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## - consider pre-populating layer environments via bind() by providing APIs and fields for sane defaults:
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## - parents
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## - __self__
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## - del (managing all listeners and timers)
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## - searchCmd -> filtering
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##
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## APIs to be wrapped for each layer:
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## printlog(), die(), debug.bt(), benchmark()
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var _MP_dbg_lvl = "info";
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#var _MP_dbg_lvl = "alert";
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var makedie = func(prefix) func(msg) globals.die(prefix~" "~msg);
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var __die = makedie("MapStructure");
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##
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# Try to call a method on an object with no arguments. Should
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# work for both ghosts and hashes; catches the error only when
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# the method doesn't exist -- errors raised during the call
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# are re-thrown.
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#
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var try_aux_method = func(obj, method_name) {
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var name = "<test%"~id(caller(0)[0])~">";
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call(compile("obj."~method_name~"()", name), nil, var err=[]); # try...
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#debug.dump(err);
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if (size(err)) # ... and either leave caght or rethrow
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if (err[1] != name)
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die(err[0]);
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}
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##
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# Combine a specific hash with a default hash, e.g. for
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# options/df_options and style/df_style in a SymbolLayer.
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#
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var default_hash = func(opt, df) {
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if (opt != nil and typeof(opt)=='hash') {
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if (df != nil and opt != df and !isa(opt, df)) {
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if (contains(opt, "parents"))
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opt.parents ~= [df];
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else
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opt.parents = [df];
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}
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return opt;
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} else return df;
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}
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##
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# to be used for prototyping, performance & stress testing (especially with multiple instance driven by AI traffic)
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#
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var MapStructure_selfTest = func() {
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var temp = {};
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temp.dlg = canvas.Window.new([600,400],"dialog");
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temp.canvas = temp.dlg.createCanvas().setColorBackground(1,1,1,0.5);
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temp.root = temp.canvas.createGroup();
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var TestMap = temp.root.createChild("map");
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TestMap.setController("Aircraft position");
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TestMap.setRange(25); # TODO: implement zooming/panning via mouse/wheel here, for lack of buttons :-/
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TestMap.setTranslation(
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temp.canvas.get("view[0]")/2,
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temp.canvas.get("view[1]")/2
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);
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var r = func(name,vis=1,zindex=nil) return caller(0)[0];
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# TODO: we'll need some z-indexing here, right now it's just random
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# TODO: use foreach/keys to show all layers in this case by traversing SymbolLayer.registry direclty ?
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# maybe encode implicit z-indexing for each lcontroller ctor call ? - i.e. preferred above/below order ?
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foreach(var type; [r('TFC',0),r('APT'),r('DME'),r('VOR'),r('NDB'),r('FIX',0),r('RTE'),r('WPT'),r('FLT'),r('WXR'),r('APS'), ] )
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TestMap.addLayer(factory: canvas.SymbolLayer, type_arg: type.name,
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visible: type.vis, priority: type.zindex,
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);
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}; # MapStructure_selfTest
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##
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# wrapper for each cached element: keeps the canvas and
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# texture map coordinates for the corresponding raster image.
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#
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var CachedElement = {
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new: func(canvas_path, name, source, size, offset) {
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var m = {parents:[CachedElement] };
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if (isa(canvas_path, canvas.Canvas)) {
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canvas_path = canvas_path.getPath();
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}
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m.canvas_src = canvas_path;
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m.name = name;
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m.source = source;
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m.size = size;
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m.offset = offset;
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return m;
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},
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render: func(group, trans0=0, trans1=0) {
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# create a raster image child in the render target/group
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var n = group.createChild("image", me.name)
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.setFile(me.canvas_src)
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.setSourceRect(me.source, 0)
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.setSize(me.size)
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.setTranslation(trans0,trans1);
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n.createTransform().setTranslation(me.offset);
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return n;
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},
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}; # of CachedElement
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var SymbolCache = {
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# We can draw symbols either with left/top, centered,
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# or right/bottom alignment. Specify two in a vector
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# to mix and match, e.g. left/centered would be
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# [SymbolCache.DRAW_LEFT_TOP,SymbolCache.DRAW_CENTERED]
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DRAW_LEFT_TOP: 0.0,
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DRAW_CENTERED: 0.5,
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DRAW_RIGHT_BOTTOM: 1.0,
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new: func(dim...) {
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var m = { parents:[SymbolCache] };
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# to keep track of the next free caching spot (in px)
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m.next_free = [0, 0];
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# to store each type of symbol
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m.dict = {};
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if (size(dim) == 1 and typeof(dim[0]) == 'vector')
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dim = dim[0];
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# Two sizes: canvas and symbol
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if (size(dim) == 2) {
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var canvas_x = var canvas_y = dim[0];
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var image_x = var image_y = dim[1];
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# Two widths (canvas and symbol) and then height/width ratio
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} else if (size(dim) == 3) {
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var (canvas_x,image_x,ratio) = dim;
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var canvas_y = canvas_x * ratio;
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var image_y = image_x * ratio;
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# Explicit canvas and symbol widths/heights
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} else if (size(dim) == 4) {
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var (canvas_x,canvas_y,image_x,image_y) = dim;
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}
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m.canvas_sz = [canvas_x, canvas_y];
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m.image_sz = [image_x, image_y];
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# allocate a canvas
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m.canvas_texture = canvas.new( {
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"name": "SymbolCache"~canvas_x~'x'~canvas_y,
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"size": m.canvas_sz,
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"view": m.canvas_sz,
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"mipmapping": 1
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});
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m.canvas_texture.setColorBackground(0, 0, 0, 0); #rgba
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# add a placement
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m.canvas_texture.addPlacement( {"type": "ref"} );
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m.path = m.canvas_texture.getPath();
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m.root = m.canvas_texture.createGroup("entries");
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# TODO: register a reset/re-init listener to optionally purge/rebuild the cache ?
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return m;
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},
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##
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# Add a cached symbol based on a drawing callback.
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# @note this assumes that the object added by callback
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# fits into the dimensions provided to the constructor,
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# and any larger dimensionalities are liable to be cut off.
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#
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add: func(name, callback, draw_mode=0) {
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if (typeof(draw_mode) == 'scalar')
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var draw_mode0 = var draw_mode1 = draw_mode;
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else var (draw_mode0,draw_mode1) = draw_mode;
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# get canvas texture that we use as cache
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# get next free spot in texture (column/row)
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# run the draw callback and render into a new group
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var gr = me.root.createChild("group",name);
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# draw the symbol into the group
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callback(gr);
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gr.update(); # if we need sane output from getTransformedBounds()
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#debug.dump ( gr.getTransformedBounds() );
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gr.setTranslation( me.next_free[0] + me.image_sz[0]*draw_mode0,
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me.next_free[1] + me.image_sz[1]*draw_mode1);
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# get assumed the bounding box, i.e. coordinates for texture map
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var coords = me.next_free~me.next_free;
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foreach (var i; [0,1])
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coords[i+1] += me.image_sz[i];
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foreach (var i; [0,1])
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coords[i*2+1] = me.canvas_sz[i] - coords[i*2+1];
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# get the offset we used to position correctly in the bounds of the canvas
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var offset = [-me.image_sz[0]*draw_mode0, -me.image_sz[1]*draw_mode1];
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# update next free position in cache (column/row)
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me.next_free[0] += me.image_sz[0];
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if (me.next_free[0] >= me.canvas_sz[0])
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{ me.next_free[0] = 0; me.next_free[1] += me.image_sz[1] }
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if (me.next_free[1] >= me.canvas_sz[1])
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__die("SymbolCache: ran out of space after adding '"~name~"'");
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if (contains(me.dict, name)) print("MapStructure/SymbolCache Warning: Overwriting existing cache entry named:", name);
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# store texture map coordinates in lookup map using the name as identifier
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return me.dict[name] = CachedElement.new(
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canvas_path: me.path,
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name: name,
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source: coords,
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size:me.image_sz,
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offset: offset,
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);
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}, # add()
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get: func(name) {
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return me.dict[name];
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}, # get()
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};
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# Excerpt from gen module
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var denied_symbols = [
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"", "func", "if", "else", "var",
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"elsif", "foreach", "for",
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"forindex", "while", "nil",
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"return", "break", "continue",
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];
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var issym = func(string) {
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foreach (var d; denied_symbols)
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if (string == d) return 0;
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var sz = size(string);
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var s = string[0];
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if ((s < `a` or s > `z`) and
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(s < `A` or s > `Z`) and
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(s != `_`)) return 0;
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for (var i=1; i<sz; i+=1)
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if (((s=string[i]) != `_`) and
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(s < `a` or s > `z`) and
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(s < `A` or s > `Z`) and
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(s < `0` or s > `9`)) return 0;
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return 1;
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};
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var internsymbol = func(symbol) {
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#assert("argument not a symbol", issym, symbol);
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if (!issym(symbol)) die("argument not a symbol");
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var get_interned = compile("""
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keys({"~symbol~":})[0]
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""");
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return get_interned();
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};
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var tryintern = func(symbol) issym(symbol) ? internsymbol(symbol) : symbol;
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# End excerpt
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# Helpers for below
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var unescape = func(s) string.replace(s~"", "'", "\\'");
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var hashdup = func(_,rkeys=nil) {
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var h={}; var k=rkeys!=nil?rkeys:members(_);
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foreach (var k;k) h[tryintern(k)]=member(_,k); h
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}
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var member = func(h,k) {
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if (contains(h, k)) return h[k];
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if (contains(h, "parents")) {
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var _=h.parents;
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for (var i=0;i<size(_);i+=1)
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if (contains(_[i], k)) return _[i][k];
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elsif (contains(_[i], "parents") and size(_[i].parents))
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{_=h.parents~_[i+1:];i=0}
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}
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die("member not found: '"~unescape(k)~"'");
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}
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var _in = func(vec,k) { foreach (var _;vec) if(_==k)return 1; 0; }
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var members = func(h,vec=nil) {
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if (vec == nil) vec = [];
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foreach (var k; keys(h))
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if (k == "parents")
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foreach (var p; h[k])
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members(p,vec);
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elsif (!_in(vec,k))
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append(vec, k);
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return vec;
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}
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var serialize = func(m,others=nil) {
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var t = typeof(m);
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if (t == 'scalar')
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if (num(m) != nil)
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return m~"";
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else return "'" ~ unescape(m) ~ "'";
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if (others == nil) others = {};
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var i = id(m);
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if (contains(others, i)) return "...";
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others[i] = nil;
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if (t == 'vector') {
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var ret = "[";
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foreach (var l; m) {
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if (ret != "[") ret ~= ",";
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ret ~= serialize(l,others);
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}
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return ret~"]";
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} else die("type not supported for style serialization: '"~t~"'");
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}
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# Drawing functions have the form:
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# func(group) { group.createChild(...).set<Option>(<option>); ... }
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# The style is passed as (essentially) their local namespace/variables,
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# while the group is a regular argument.
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var call_draw = func(draw, style, arg=nil, relevant_keys=nil) {
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return call(draw, arg, nil, hashdup(style,relevant_keys));
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}
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# Serialize a style into a string.
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var style_string = func(style, relevant_keys=nil) {
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if (relevant_keys == nil) relevant_keys = members(style);
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relevant_keys = sort(relevant_keys, cmp);
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var str = "";
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foreach (var k; relevant_keys) {
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var m = member(style,k);
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if (m == nil) continue;
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if (str) str ~= ";";
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str ~= k ~ ":";
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str ~= serialize(m);
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}
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return str;
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}
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##
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# A class to mix styling and caching. Using the above helpers it
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# serializes style hashes.
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#
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var StyleableCacheable = {
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##
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# Construct an object.
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# @param name Prefix to use for entries in the cache
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# @param draw_func Function for the cache that will draw the
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# symbol onto a group using the style parameters.
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# @param cache The #SymbolCache to use for these symbols.
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# @param draw_mode See #SymbolCache
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# @param relevant_keys A list of keys for the style used by the
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# draw_func. Although it defaults to all
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# available keys, it is highly recommended
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# that it be specified.
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#
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new: func(name, draw_func, cache, draw_mode=0, relevant_keys=nil) {
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return {
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parents: [StyleableCacheable],
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_name: name,
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_draw_func: draw_func,
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_cache: cache,
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_draw_mode: draw_mode,
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relevant_keys: relevant_keys,
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};
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},
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# Note: configuration like active/inactive needs
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# to also use the passed style hash, unless it is
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# chosen not to cache symbols that are, e.g., active.
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request: func(style) {
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var s = style_string(style, me.relevant_keys);
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#debug.dump(style, s);
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var s1 = me._name~s;
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var c = me._cache.get(s1);
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if (c != nil) return c;
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return me.draw(style,s1);
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},
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render: func(element, style) {
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var c = me.request(style);
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c.render(element);
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},
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draw: func(style,s1) {
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var fn = func call_draw(me._draw_func, style, arg, me.relevant_keys);
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me._cache.add(s1, fn, me._draw_mode);
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},
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};
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##
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# A base class for Symbols placed on a map.
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#
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# Note: for the derived objects, the element is stored as obj.element.
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# This is also part of the object's parents vector, which allows
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# callers to use obj.setVisible() et al. However, for code that
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# manipulates the element's path (if it is a Canvas Path), it is best
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# to use obj.element.addSegmentGeo() et al. for consistency.
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#
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var Symbol = {
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# Static/singleton:
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registry: {},
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add: func(type, class)
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me.registry[type] = class,
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get: func(type)
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if ((var class = me.registry[type]) == nil)
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__die("Symbol.get():unknown type '"~type~"'");
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else return class,
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# Calls corresonding symbol constructor
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# @param group #Canvas.Group to place this on.
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# @param layer The #SymbolLayer this is a child of.
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new: func(type, group, layer, arg...) {
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var ret = call((var class = me.get(type)).new, [group, layer]~arg, class);
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ret.element.set("symbol-type", type);
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return ret;
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},
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# Private constructor:
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_new: func(m) {
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m.style = m.layer.style;
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m.options = m.layer.options;
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if (m.controller != nil) {
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temp = m.controller.new(m,m.model);
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if (temp != nil)
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m.controller = temp;
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}
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else __die("Symbol._new(): default controller not found");
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},
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# Non-static:
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df_controller: nil, # default controller -- Symbol.Controller by default, see below
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# Update the drawing of this object (position and others).
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update: func()
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__die("Abstract Symbol.update(): not implemented for this symbol type!"),
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draw: func() ,
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del: func() {
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if (me.controller != nil)
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me.controller.del(me, me.model);
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try_aux_method(me.model, "del");
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},
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# Add a text element with styling
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newText: func(text=nil, color=nil) {
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var t = me.element.createChild("text")
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.setDrawMode( canvas.Text.TEXT )
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.setText(text)
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.setFont(me.layer.style.font)
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.setFontSize(me.layer.style.font_size);
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if (color != nil)
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t.setColor(color);
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return t;
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},
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}; # of Symbol
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Symbol.Controller = {
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# Static/singleton:
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registry: {},
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add: func(type, class)
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me.registry[type] = class,
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get: func(type)
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if ((var class = me.registry[type]) == nil)
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__die("Symbol.Controller.get(): unknown type '"~type~"'");
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else return class,
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# Calls corresonding symbol controller constructor
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# @param model Model to control this object (position and other attributes).
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new: func(type, symbol, model, arg...)
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return call((var class = me.get(type)).new, [symbol, model]~arg, class),
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# Non-static:
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# Update anything related to a particular model. Returns whether the object needs updating:
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update: func(symbol, model) return 1,
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# Delete an object from this controller (or delete the controller itself):
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del: func(symbol, model) ,
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# Return whether this model/symbol is (should be) visible:
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isVisible: func(model) return 1,
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# Get the position of this symbol/object:
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getpos: func(model) , # default provided below
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}; # of Symbol.Controller
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# Add this to Symbol as the default controller, but replace the Static .new() method with a blank
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Symbol.df_controller = { parents:[Symbol.Controller], new: func nil };
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|
|
var getpos_fromghost = func(positioned_g)
|
|
return [positioned_g.lat, positioned_g.lon];
|
|
|
|
# to add support for additional ghosts, just append them to the vector below, possibly at runtime:
|
|
var supported_ghosts = ['positioned','Navaid','Fix','flightplan-leg','FGAirport'];
|
|
var is_positioned_ghost = func(obj) {
|
|
var gt = ghosttype(obj);
|
|
foreach(var ghost; supported_ghosts) {
|
|
if (gt == ghost) return 1; # supported ghost was found
|
|
}
|
|
return 0; # not a known/supported ghost
|
|
};
|
|
|
|
var register_supported_ghost = func(name) append(supported_ghosts, name);
|
|
|
|
# Generic getpos: get lat/lon from any object:
|
|
# (geo.Coord and positioned ghost currently)
|
|
Symbol.Controller.getpos = func(obj, p=nil) {
|
|
if (obj == nil) __die("Symbol.Controller.getpos(): received nil");
|
|
if (p == nil) {
|
|
var ret = Symbol.Controller.getpos(obj, obj);
|
|
if (ret != nil) return ret;
|
|
if (contains(obj, "parents")) {
|
|
foreach (var p; obj.parents) {
|
|
var ret = Symbol.Controller.getpos(obj, p);
|
|
if (ret != nil) return ret;
|
|
}
|
|
}
|
|
debug.dump(obj);
|
|
__die("Symbol.Controller.getpos(): no suitable getpos() found! Of type: "~typeof(obj));
|
|
} else {
|
|
if (typeof(p) == 'ghost')
|
|
if ( is_positioned_ghost(p) )
|
|
return getpos_fromghost(obj);
|
|
else
|
|
__die("Symbol.Controller.getpos(): bad/unsupported ghost of type '"~ghosttype(obj)~"' (see MapStructure.nas Symbol.Controller.getpos() to add new ghosts)");
|
|
if (typeof(p) == 'hash')
|
|
if (p == geo.Coord)
|
|
return subvec(obj.latlon(), 0, 2);
|
|
if (p == 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(p,'lat') and contains(p,'lon'))
|
|
return [obj.lat, obj.lon];
|
|
return nil;
|
|
}
|
|
};
|
|
|
|
Symbol.Controller.equals = func(l, r, p=nil) {
|
|
if (l == r) return 1;
|
|
if (p == nil) {
|
|
var ret = Symbol.Controller.equals(l, r, l);
|
|
if (ret != nil) return ret;
|
|
if (contains(l, "parents")) {
|
|
foreach (var p; l.parents) {
|
|
var ret = Symbol.Controller.equals(l, r, p);
|
|
if (ret != nil) return ret;
|
|
}
|
|
}
|
|
debug.dump(l);
|
|
__die("Symbol.Controller: no suitable equals() found! Of type: "~typeof(l));
|
|
} else {
|
|
if (typeof(p) == 'ghost')
|
|
if ( is_positioned_ghost(p) )
|
|
return l.id == r.id;
|
|
else
|
|
__die("Symbol.Controller: bad/unsupported ghost of type '"~ghosttype(l)~"' (see MapStructure.nas Symbol.Controller.getpos() to add new ghosts)");
|
|
if (typeof(p) == 'hash')
|
|
# Somewhat arbitrary convention:
|
|
# * l.equals(r) -- instance method, i.e. uses "me" and "arg[0]"
|
|
# * parent._equals(l,r) -- class method, i.e. uses "arg[0]" and "arg[1]"
|
|
if (contains(p, "equals"))
|
|
return l.equals(r);
|
|
if (contains(p, "_equals"))
|
|
return p._equals(l,r);
|
|
}
|
|
return nil; # scio correctum est
|
|
};
|
|
|
|
|
|
var assert_m = func(hash, member)
|
|
if (!contains(hash, member))
|
|
__die("assert_m: required field not found: '"~member~"'");
|
|
var assert_ms = func(hash, members...)
|
|
foreach (var m; members)
|
|
if (m != nil) assert_m(hash, m);
|
|
|
|
##
|
|
# Implementation for a particular type of symbol (for the *.symbol files)
|
|
# to handle details.
|
|
#
|
|
var DotSym = {
|
|
parents: [Symbol],
|
|
element_id: nil,
|
|
# Static/singleton:
|
|
makeinstance: func(name, hash) {
|
|
if (!isa(hash, DotSym))
|
|
__die("DotSym: OOP error");
|
|
return Symbol.add(name, hash);
|
|
},
|
|
# For the instances returned from makeinstance:
|
|
# @param group The #Canvas.Group to add this to.
|
|
# @param layer The #SymbolLayer this is a child of.
|
|
# @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, layer, model, controller=nil) {
|
|
if (me == nil) __die();
|
|
var m = {
|
|
parents: [me],
|
|
group: group,
|
|
layer: layer,
|
|
model: model,
|
|
map: layer.map,
|
|
controller: controller == nil ? me.df_controller : controller,
|
|
element: group.createChild(
|
|
me.element_type, me.element_id
|
|
),
|
|
};
|
|
append(m.parents, m.element);
|
|
Symbol._new(m);
|
|
|
|
m.init();
|
|
return m;
|
|
},
|
|
del: func() {
|
|
printlog(_MP_dbg_lvl, "DotSym.del()");
|
|
me.deinit();
|
|
call(Symbol.del, nil, me);
|
|
me.element.del();
|
|
},
|
|
# Default wrappers:
|
|
init: func() me.draw(),
|
|
deinit: func(),
|
|
update: func() {
|
|
if (me.controller != nil) {
|
|
if (!me.controller.update(me, 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("DotSym.update(): bad position: "~debug.dump(pos));
|
|
# print(me.model.id, ": Position lat/lon: ", lat, "/", lon);
|
|
me.element.setGeoPosition(lat,lon);
|
|
if (rotation != nil)
|
|
me.element.setRotation(rotation);
|
|
},
|
|
}; # of DotSym
|
|
|
|
##
|
|
# Small wrapper for DotSym: parse a SVG on init().
|
|
#
|
|
var SVGSymbol = {
|
|
parents:[DotSym],
|
|
element_type: "group",
|
|
cacheable: 0,
|
|
init: func() {
|
|
if (!me.cacheable) {
|
|
canvas.parsesvg(me.element, me.svg_path);
|
|
# hack:
|
|
if (var scale = me.layer.style['scale_factor'])
|
|
me.element.setScale(scale);
|
|
} else {
|
|
__die("cacheable not implemented yet!");
|
|
}
|
|
me.draw();
|
|
},
|
|
draw: func,
|
|
}; # of SVGSymbol
|
|
|
|
|
|
##
|
|
# wrapper for symbols based on raster images (i.e. PNGs)
|
|
# TODO: generalize this and port WXR.symbol accordingly
|
|
#
|
|
var RasterSymbol = {
|
|
parents:[DotSym],
|
|
element_type: "group",
|
|
cacheable: 0,
|
|
size: [32,32], scale: 1,
|
|
init: func() {
|
|
if (!me.cacheable) {
|
|
me.element.createChild("image", me.name)
|
|
.setFile(me.file_path)
|
|
.setSize(me.size)
|
|
.setScale(me.scale);
|
|
} else {
|
|
__die("cacheable not implemented yet!");
|
|
}
|
|
me.draw();
|
|
},
|
|
draw: func,
|
|
|
|
}; # of RasterSymbol
|
|
|
|
|
|
|
|
var LineSymbol = {
|
|
parents:[Symbol],
|
|
element_id: nil,
|
|
needs_update: 1,
|
|
# Static/singleton:
|
|
makeinstance: func(name, hash) {
|
|
if (!isa(hash, LineSymbol))
|
|
__die("LineSymbol: OOP error");
|
|
return Symbol.add(name, hash);
|
|
},
|
|
# For the instances returned from makeinstance:
|
|
new: func(group, layer, model, controller=nil) {
|
|
if (me == nil) __die("Need me reference for LineSymbol.new()");
|
|
if (typeof(model) != 'vector') __die("LineSymbol.new(): need a vector of points");
|
|
var m = {
|
|
parents: [me],
|
|
group: group,
|
|
layer: layer,
|
|
model: model,
|
|
controller: controller == nil ? me.df_controller : controller,
|
|
element: group.createChild(
|
|
"path", me.element_id
|
|
),
|
|
};
|
|
append(m.parents, m.element);
|
|
Symbol._new(m);
|
|
|
|
m.init();
|
|
return m;
|
|
},
|
|
# Non-static:
|
|
draw: func() {
|
|
if (!me.needs_update) return;
|
|
printlog(_MP_dbg_lvl, "redrawing a LineSymbol "~me.layer.type);
|
|
me.element.reset();
|
|
var cmds = [];
|
|
var coords = [];
|
|
var cmd = canvas.Path.VG_MOVE_TO;
|
|
foreach (var m; me.model) {
|
|
var (lat,lon) = me.controller.getpos(m);
|
|
append(coords,"N"~lat);
|
|
append(coords,"E"~lon);
|
|
append(cmds,cmd); cmd = canvas.Path.VG_LINE_TO;
|
|
}
|
|
me.element.setDataGeo(cmds, coords);
|
|
me.element.update(); # this doesn't help with flickering, it seems
|
|
},
|
|
del: func() {
|
|
printlog(_MP_dbg_lvl, "LineSymbol.del()");
|
|
me.deinit();
|
|
call(Symbol.del, nil, me);
|
|
me.element.del();
|
|
},
|
|
# Default wrappers:
|
|
init: func() me.draw(),
|
|
deinit: func(),
|
|
update: func() {
|
|
if (me.controller != nil) {
|
|
if (!me.controller.update(me, me.model)) return;
|
|
elsif (!me.controller.isVisible(me.model)) {
|
|
me.element.hide();
|
|
return;
|
|
}
|
|
} else
|
|
me.element.show();
|
|
me.draw();
|
|
},
|
|
}; # of LineSymbol
|
|
|
|
##
|
|
# Base class for a SymbolLayer, e.g. MultiSymbolLayer or SingleSymbolLayer.
|
|
#
|
|
var SymbolLayer = {
|
|
# Default implementations/values:
|
|
df_controller: nil, # default controller
|
|
df_priority: nil, # default priority for display sorting
|
|
df_style: nil,
|
|
df_options: nil,
|
|
type: nil, # type of #Symbol to add (MANDATORY)
|
|
id: nil, # id of the group #canvas.Element (OPTIONAL)
|
|
# Static/singleton:
|
|
registry: {},
|
|
add: func(type, class)
|
|
me.registry[type] = class,
|
|
get: func(type) {
|
|
foreach(var invalid; var invalid_types = [nil,'vector','hash'])
|
|
if ( (var t=typeof(type)) == invalid) __die(" invalid SymbolLayer type (non-scalar) of type:"~t);
|
|
if ((var class = me.registry[type]) == nil)
|
|
__die("SymbolLayer.get(): unknown type '"~type~"'");
|
|
else return class;
|
|
},
|
|
# Calls corresonding layer constructor
|
|
# @param group #Canvas.Group to place this on.
|
|
# @param map The #Canvas.Map this is a member of.
|
|
# @param controller A controller object.
|
|
# @param style An alternate style.
|
|
# @param options Extra options/configurations.
|
|
# @param visible Initially set it up as visible or invisible.
|
|
new: func(type, group, map, controller=nil, style=nil, options=nil, visible=1, arg...) {
|
|
# XXX: Extra named arguments are (obviously) not preserved well...
|
|
var ret = call((var class = me.get(type)).new, [group, map, controller, style, options, visible]~arg, class);
|
|
ret.group.set("layer-type", type);
|
|
return ret;
|
|
},
|
|
# Private constructor:
|
|
_new: func(m, style, controller, options) {
|
|
# print("SymbolLayer setup options:", m.options!=nil);
|
|
m.style = default_hash(style, m.df_style);
|
|
m.options = default_hash(options, m.df_options);
|
|
|
|
if (controller == nil)
|
|
controller = m.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("MultiSymbolLayer: OOP error");
|
|
m.controller = controller;
|
|
},
|
|
# For instances:
|
|
del: func() if (me.controller != nil) { me.controller.del(); me.controller = nil },
|
|
update: func() __die("Abstract SymbolLayer.update() not implemented for this Layer"),
|
|
};
|
|
|
|
# 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),
|
|
# Default implementations for derived classes:
|
|
# @return List of positioned objects.
|
|
searchCmd: func()
|
|
__die("Abstract method searchCmd() not implemented for this SymbolLayer.Controller type!"),
|
|
addVisibilityListener: func() {
|
|
var m = me;
|
|
append(m.listeners, setlistener(
|
|
m.layer._node.getNode("visible"),
|
|
func m.layer.update(),
|
|
#compile("m.layer.update()", "<layer visibility on node "~m.layer._node.getNode("visible").getPath()~" for layer "~m.layer.type~">"),
|
|
0,0
|
|
));
|
|
},
|
|
# Default implementations for derived objects:
|
|
# For SingleSymbolLayer: retreive the model object
|
|
getModel: func me._model, # assume they store it here - otherwise they can override this
|
|
}; # of SymbolLayer.Controller
|
|
|
|
##
|
|
# A layer that manages a list of symbols (using delta positioned handling
|
|
# with a searchCmd to retreive placements).
|
|
#
|
|
var MultiSymbolLayer = {
|
|
parents: [SymbolLayer],
|
|
# Default implementations/values:
|
|
# @param group A group to place this on.
|
|
# @param map The #Canvas.Map this is a member of.
|
|
# @param controller A controller object (parents=[SymbolLayer.Controller])
|
|
# or implementation (parents[0].parents=[SymbolLayer.Controller]).
|
|
# @param style An alternate style.
|
|
# @param options Extra options/configurations.
|
|
# @param visible Initially set it up as visible or invisible.
|
|
new: func(group, map, controller=nil, style=nil, options=nil, visible=1) {
|
|
#print("Creating new SymbolLayer instance");
|
|
if (me == nil) __die("MultiSymbolLayer constructor needs to know its parent class");
|
|
var m = {
|
|
parents: [me],
|
|
map: map,
|
|
group: group.createChild("group", me.type),
|
|
list: [],
|
|
};
|
|
append(m.parents, m.group);
|
|
m.setVisible(visible);
|
|
# N.B.: this has to be here for the controller
|
|
m.searcher = geo.PositionedSearch.new(me.searchCmd, me.onAdded, me.onRemoved, m);
|
|
SymbolLayer._new(m, style, controller, options);
|
|
|
|
m.update();
|
|
return m;
|
|
},
|
|
update: func() {
|
|
if (!me.getVisible())
|
|
return;
|
|
#debug.warn("update traceback for "~me.type);
|
|
|
|
var updater = func {
|
|
me.searcher.update();
|
|
foreach (var e; me.list)
|
|
e.update();
|
|
}
|
|
|
|
if (me.options != nil and me.options['update_wrapper'] !=nil) {
|
|
me.options.update_wrapper( me, updater ); # call external wrapper (usually for profiling purposes)
|
|
} else {
|
|
updater();
|
|
}
|
|
},
|
|
del: func() {
|
|
printlog(_MP_dbg_lvl, "MultiSymbolLayer.del()");
|
|
foreach (var e; me.list)
|
|
e.del();
|
|
call(SymbolLayer.del, nil, me);
|
|
},
|
|
delsym: func(model) {
|
|
forindex (var i; me.list) {
|
|
var e = me.list[i];
|
|
if (Symbol.Controller.equals(e.model, model)) {
|
|
# 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;
|
|
e.del();
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
},
|
|
searchCmd: func() {
|
|
if (me.map.getPosCoord() == nil or me.map.getRange() == nil) {
|
|
print("Map not yet initialized, returning empty result set!");
|
|
return []; # handle maps not yet fully initialized
|
|
}
|
|
var result = me.controller.searchCmd();
|
|
# some hardening
|
|
var type=typeof(result);
|
|
if(type != 'nil' and type != 'vector')
|
|
__die("MultiSymbolLayer: searchCmd() method MUST return a vector of valid positioned ghosts/Geo.Coord objects or nil! (was:"~type~")");
|
|
return result;
|
|
},
|
|
# Adds a symbol.
|
|
onAdded: func(model) {
|
|
printlog(_MP_dbg_lvl, "Adding symbol of type "~me.type);
|
|
if (model == nil) __die("MultiSymbolLayer: Model was nil for layer:"~debug.string(me.type)~ " Hint:check your equality check method!");
|
|
append(me.list, Symbol.new(me.type, me.group, me, model));
|
|
},
|
|
# Removes a symbol.
|
|
onRemoved: func(model) {
|
|
printlog(_MP_dbg_lvl, "Deleting symbol of type "~me.type);
|
|
if (!me.delsym(model)) __die("model not found");
|
|
try_aux_method(model, "del");
|
|
#call(func model.del(), nil, var err = []); # try...
|
|
#if (size(err) and err[0] != "No such member: del") # ... and either catch or rethrow
|
|
# die(err[0]);
|
|
},
|
|
}; # of MultiSymbolLayer
|
|
|
|
##
|
|
# A layer that manages a list of statically-positioned navaid symbols (using delta positioned handling
|
|
# with a searchCmd to retrieve placements).
|
|
# This is not yet supposed to work properly, it's just there to help get rid of all the identical boilerplate code
|
|
# in lcontroller files, so needs some reviewing and customizing still
|
|
#
|
|
var NavaidSymbolLayer = {
|
|
parents: [MultiSymbolLayer],
|
|
# static generator/functor maker:
|
|
make: func(query) {
|
|
#print("Creating searchCmd() for NavaidSymbolLayer:", query);
|
|
return func {
|
|
printlog(_MP_dbg_lvl, "Running query:", query);
|
|
var range = me.map.getRange();
|
|
if (range == nil) return;
|
|
return positioned.findWithinRange(me.map.getPosCoord(), range, query);
|
|
};
|
|
},
|
|
}; # of NavaidSymbolLayer
|
|
|
|
|
|
|
|
###
|
|
## TODO: wrappers for Horizontal vs. Vertical layers ?
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##
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var SingleSymbolLayer = {
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parents: [SymbolLayer],
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# Default implementations/values:
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# @param group A group to place this on.
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# @param map The #Canvas.Map this is a member of.
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# @param controller A controller object (parents=[SymbolLayer.Controller])
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# or implementation (parents[0].parents=[SymbolLayer.Controller]).
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# @param style An alternate style.
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# @param options Extra options/configurations.
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# @param visible Initially set it up as visible or invisible.
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new: func(group, map, controller=nil, style=nil, options=nil, visible=1) {
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#print("Creating new SymbolLayer instance");
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if (me == nil) __die("SingleSymbolLayer constructor needs to know its parent class");
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var m = {
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parents: [me],
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map: map,
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group: group.createChild("group", me.type),
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};
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append(m.parents, m.group);
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m.setVisible(visible);
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SymbolLayer._new(m, style, controller, options);
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m.symbol = Symbol.new(m.type, m.group, m, m.controller.getModel());
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m.update();
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return m;
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},
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update: func() {
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if (!me.getVisible())
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return;
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var updater = func {
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if (typeof(me.symbol.model) == 'hash') try_aux_method(me.symbol.model, "update");
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me.symbol.update();
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}
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if (me.options != nil and me.options['update_wrapper'] != nil) {
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me.options.update_wrapper( me, updater ); # call external wrapper (usually for profiling purposes)
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} else {
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updater();
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}
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},
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del: func() {
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printlog(_MP_dbg_lvl, "SymbolLayer.del()");
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me.symbol.del();
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call(SymbolLayer.del, nil, me);
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},
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}; # of SingleSymbolLayer
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###
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# set up a cache for 32x32 symbols (initialized below in load_MapStructure)
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var SymbolCache32x32 = nil;
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var load_MapStructure = func {
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canvas.load_MapStructure = func; # disable any subsequent attempt to load
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Map.Controller = {
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# Static/singleton:
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registry: {},
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add: func(type, class)
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me.registry[type] = class,
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get: func(type)
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if ((var class = me.registry[type]) == nil)
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__die("unknown type '"~type~"'");
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else return class,
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# Calls corresonding controller constructor
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# @param map The #SymbolMap this controller is responsible for.
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new: func(type, map, arg...) {
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var m = call((var class = me.get(type)).new, [map]~arg, class);
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if (!contains(m, "map"))
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m.map = map;
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elsif (m.map != map and !isa(m.map, map) and (
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m.get_position != Map.Controller.get_position
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or m.query_range != Map.Controller.query_range
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or m.in_range != Map.Controller.in_range))
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{ __die("m must store the map handle as .map if it uses the default method(s)"); }
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},
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# Default implementations:
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get_position: func() {
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debug.warn("get_position is deprecated");
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return me.map.getLatLon()~[me.map.getAlt()];
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},
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query_range: func() {
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debug.warn("query_range is deprecated");
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return me.map.getRange() or 30;
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},
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in_range: func(lat, lon, alt=0) {
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var range = me.map.getRange();
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if(range == nil) __die("in_range: Invalid query range!");
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# print("Query Range is:", range );
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if (lat == nil or lon == nil) __die("in_range: lat/lon invalid");
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var pos = geo.Coord.new();
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pos.set_latlon(lat, lon, alt or 0);
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var map_pos = me.map.getPosCoord();
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if (map_pos == nil)
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return 0; # should happen *ONLY* when map is uninitialized
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var distance_m = pos.distance_to( map_pos );
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var is_in_range = distance_m < range * NM2M;
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# print("Distance:",distance_m*M2NM," nm in range check result:", is_in_range);
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return is_in_range;
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},
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};
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####### LOAD FILES #######
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(func {
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var FG_ROOT = getprop("/sim/fg-root");
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var load = func(file, name) {
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if (name == nil)
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var name = split("/", file)[-1];
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var code = io.readfile(file);
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var code = call(func compile(code, file), [code], var err=[]);
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if (size(err)) {
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if (substr(err[0], 0, 12) == "Parse error:") { # hack around Nasal feature
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var e = split(" at line ", err[0]);
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if (size(e) == 2)
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err[0] = string.join("", [e[0], "\n at ", file, ", line ", e[1], "\n "]);
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}
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for (var i = 1; (var c = caller(i)) != nil; i += 1)
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err ~= subvec(c, 2, 2);
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debug.printerror(err);
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return;
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}
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#code=bind(
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call(code, nil, nil, var hash = {});
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# validate
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var url = ' http://wiki.flightgear.org/MapStructure#';
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# TODO: these rules should be extended for all main files lcontroller/scontroller and symbol
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var checks = [
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{ extension:'symbol', symbol:'update', type:'func', error:' update() must not be overridden:', id:300},
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# Sorry, this one doesn't work with the new LineSymbol
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# { extension:'symbol', symbol:'draw', type:'func', required:1, error:' symbol files need to export a draw() routine:', id:301},
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# Sorry, this one doesn't work with the new SingleSymbolLayer
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# { extension:'lcontroller', symbol:'searchCmd', type:'func', required:1, error:' lcontroller without searchCmd method:', id:100},
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];
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var makeurl = func(scope, id) url ~ scope ~ ':' ~ id;
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var bailout = func(file, message, scope, id) __die(file~message~"\n"~makeurl(scope,id) );
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var current_ext = split('.', file)[-1];
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foreach(var check; checks) {
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# check if we have any rules matching the current file extension
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if (current_ext == check.extension) {
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# check for fields that must not be overridden
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if (check['error'] != nil and
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hash[check.symbol]!=nil and !check['required'] and
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typeof(hash[check.symbol])==check.type ) {
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bailout(file,check.error,check.extension,check.id);
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}
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# check for required fields
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if (check['required'] != nil and
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hash[check.symbol]==nil and
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typeof( hash[check.symbol]) != check.type) {
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bailout(file,check.error,check.extension,check.id);
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}
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}
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}
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return hash;
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};
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# sets up a shared symbol cache, which will be used by all MapStructure maps and layers
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canvas.SymbolCache32x32 = SymbolCache.new(1024,32);
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# Find files and load them:
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var contents_dir = FG_ROOT~"/Nasal/canvas/map/";
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var dep_names = [
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# With these extensions, in this order:
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"lcontroller",
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"symbol",
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"scontroller",
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"controller",
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];
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var deps = {};
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foreach (var d; dep_names) deps[d] = [];
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foreach (var f; directory(contents_dir)) {
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var ext = size(var s=split(".", f)) > 1 ? s[-1] : nil;
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foreach (var d; dep_names) {
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if (ext == d) {
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append(deps[d], f);
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break
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}
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}
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}
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foreach (var d; dep_names) {
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foreach (var f; deps[d]) {
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var name = split(".", f)[0];
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load(contents_dir~f, name);
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}
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}
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})();
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}; # load_MapStructure
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setlistener("/nasal/canvas/loaded", load_MapStructure); # end ugly module init listener hack. FIXME: do smart Nasal bootstrapping, quod est callidus!
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# Actually, it would be even better to support reloading MapStructure files, and maybe even MapStructure itself by calling the dtor/del method for each Map and then re-running the ctor
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