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fgdata/Nasal/canvas/MapStructure.nas
2014-06-06 21:19:12 -05:00

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################################################################################
## MapStructure mapping/charting framework for Nasal/Canvas, by Philosopher
## See: http://wiki.flightgear.org/MapStructure
###############################################################################
#######
## Dev Notes:
##
## - consider adding two types of SymbolLayers (sub-classes): Static (fixed positions, navaids/fixes) Dynamic (frequently updated, TFC/WXR, regardless of aircraft position)
## - FLT should be managed by aircraftpos.controller probably (interestign corner case actually)
## - consider adding an Overlay, i.e. for things like compass rose, lat/lon coordinate grid, but also tiled map data fetched on line
## - consider patching svg.nas to allow elements to be styled via the options hash by rewriting attributes, could even support animations that way
## - style handling/defaults should be moved to symbol files probably
## - consider pre-populating layer environments via bind() by providing APIs and fields for sane defaults:
## - parents
## - __self__
## - del (managing all listeners and timers)
## - searchCmd -> filtering
##
## APIs to be wrapped for each layer:
## printlog(), die(), debug.bt(), benchmark()
var _MP_dbg_lvl = "info";
#var _MP_dbg_lvl = "alert";
var makedie = func(prefix) func(msg) globals.die(prefix~" "~msg);
var __die = makedie("MapStructure");
##
# Try to call a method on an object with no arguments. Should
# work for both ghosts and hashes; catches the error only when
# the method doesn't exist -- errors raised during the call
# are re-thrown.
#
var try_aux_method = func(obj, method_name) {
var name = "<test%"~id(caller(0)[0])~">";
call(compile("obj."~method_name~"()", name), nil, var err=[]); # try...
#debug.dump(err);
if (size(err)) # ... and either leave caght or rethrow
if (err[1] != name)
die(err[0]);
}
##
# Combine a specific hash with a default hash, e.g. for
# options/df_options and style/df_style in a SymbolLayer.
#
var default_hash = func(opt, df) {
if (opt != nil and typeof(opt)=='hash') {
if (df != nil and opt != df and !isa(opt, df)) {
if (contains(opt, "parents"))
opt.parents ~= [df];
else
opt.parents = [df];
}
return opt;
} else return df;
}
##
# to be used for prototyping, performance & stress testing (especially with multiple instance driven by AI traffic)
#
var MapStructure_selfTest = func() {
var temp = {};
temp.dlg = canvas.Window.new([600,400],"dialog");
temp.canvas = temp.dlg.createCanvas().setColorBackground(1,1,1,0.5);
temp.root = temp.canvas.createGroup();
var TestMap = temp.root.createChild("map");
TestMap.setController("Aircraft position");
TestMap.setRange(25); # TODO: implement zooming/panning via mouse/wheel here, for lack of buttons :-/
TestMap.setTranslation(
temp.canvas.get("view[0]")/2,
temp.canvas.get("view[1]")/2
);
var r = func(name,vis=1,zindex=nil) return caller(0)[0];
# TODO: we'll need some z-indexing here, right now it's just random
# TODO: use foreach/keys to show all layers in this case by traversing SymbolLayer.registry direclty ?
# maybe encode implicit z-indexing for each lcontroller ctor call ? - i.e. preferred above/below order ?
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'), ] )
TestMap.addLayer(factory: canvas.SymbolLayer, type_arg: type.name,
visible: type.vis, priority: type.zindex,
);
}; # MapStructure_selfTest
##
# wrapper for each cached element: keeps the canvas and
# texture map coordinates for the corresponding raster image.
#
var CachedElement = {
new: func(canvas_path, name, source, size, offset) {
var m = {parents:[CachedElement] };
if (isa(canvas_path, canvas.Canvas)) {
canvas_path = canvas_path.getPath();
}
m.canvas_src = canvas_path;
m.name = name;
m.source = source;
m.size = size;
m.offset = offset;
return m;
},
render: func(group, trans0=0, trans1=0) {
# create a raster image child in the render target/group
var n = group.createChild("image", me.name)
.setFile(me.canvas_src)
.setSourceRect(me.source, 0)
.setSize(me.size)
.setTranslation(trans0,trans1);
n.createTransform().setTranslation(me.offset);
return n;
},
}; # 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
});
m.canvas_texture.setColorBackground(0, 0, 0, 0); #rgba
# add a placement
m.canvas_texture.addPlacement( {"type": "ref"} );
m.path = m.canvas_texture.getPath();
m.root = m.canvas_texture.createGroup("entries");
# TODO: register a reset/re-init listener to optionally purge/rebuild the cache ?
return m;
},
##
# Add a cached symbol based on a drawing callback.
# @note this assumes that the object added by callback
# fits into the dimensions provided to the constructor,
# and any larger dimensionalities are liable to be cut off.
#
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 new group
var gr = me.root.createChild("group",name);
# draw the symbol into the group
callback(gr);
gr.update(); # if we need sane output from getTransformedBounds()
#debug.dump ( gr.getTransformedBounds() );
gr.setTranslation( me.next_free[0] + me.image_sz[0]*draw_mode0,
me.next_free[1] + me.image_sz[1]*draw_mode1);
# get assumed the bounding box, i.e. coordinates for texture map
var coords = me.next_free~me.next_free;
foreach (var i; [0,1])
coords[i+1] += me.image_sz[i];
foreach (var i; [0,1])
coords[i*2+1] = me.canvas_sz[i] - coords[i*2+1];
# 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];
# 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~"'");
if (contains(me.dict, name)) print("MapStructure/SymbolCache Warning: Overwriting existing cache entry named:", name);
# store texture map coordinates in lookup map using the name as identifier
return me.dict[name] = CachedElement.new(
canvas_path: me.path,
name: name,
source: coords,
size:me.image_sz,
offset: offset,
);
}, # add()
get: func(name) {
return me.dict[name];
}, # get()
};
# Excerpt from gen module
var denied_symbols = [
"", "func", "if", "else", "var",
"elsif", "foreach", "for",
"forindex", "while", "nil",
"return", "break", "continue",
];
var issym = func(string) {
foreach (var d; denied_symbols)
if (string == d) return 0;
var sz = size(string);
var s = string[0];
if ((s < `a` or s > `z`) and
(s < `A` or s > `Z`) and
(s != `_`)) return 0;
for (var i=1; i<sz; i+=1)
if (((s=string[i]) != `_`) and
(s < `a` or s > `z`) and
(s < `A` or s > `Z`) and
(s < `0` or s > `9`)) return 0;
return 1;
};
var internsymbol = func(symbol) {
#assert("argument not a symbol", issym, symbol);
if (!issym(symbol)) die("argument not a symbol");
var get_interned = compile("""
keys({"~symbol~":})[0]
""");
return get_interned();
};
var tryintern = func(symbol) issym(symbol) ? internsymbol(symbol) : symbol;
# End excerpt
# Helpers for below
var unescape = func(s) string.replace(s~"", "'", "\\'");
var hashdup = func(_,rkeys=nil) {
var h={}; var k=rkeys!=nil?rkeys:members(_);
foreach (var k;k) h[tryintern(k)]=member(_,k); h
}
var member = func(h,k) {
if (contains(h, k)) return h[k];
if (contains(h, "parents")) {
var _=h.parents;
for (var i=0;i<size(_);i+=1)
if (contains(_[i], k)) return _[i][k];
elsif (contains(_[i], "parents") and size(_[i].parents))
{_=h.parents~_[i+1:];i=0}
}
die("member not found: '"~unescape(k)~"'");
}
var _in = func(vec,k) { foreach (var _;vec) if(_==k)return 1; 0; }
var members = func(h,vec=nil) {
if (vec == nil) vec = [];
foreach (var k; keys(h))
if (k == "parents")
foreach (var p; h[k])
members(p,vec);
elsif (!_in(vec,k))
append(vec, k);
return vec;
}
var serialize = func(m,others=nil) {
var t = typeof(m);
if (t == 'scalar')
if (num(m) != nil)
return m~"";
else return "'" ~ unescape(m) ~ "'";
if (others == nil) others = {};
var i = id(m);
if (contains(others, i)) return "...";
others[i] = nil;
if (t == 'vector') {
var ret = "[";
foreach (var l; m) {
if (ret != "[") ret ~= ",";
ret ~= serialize(l,others);
}
return ret~"]";
} else die("type not supported for style serialization: '"~t~"'");
}
# Drawing functions have the form:
# func(group) { group.createChild(...).set<Option>(<option>); ... }
# The style is passed as (essentially) their local namespace/variables,
# while the group is a regular argument.
var call_draw = func(draw, style, arg=nil, relevant_keys=nil) {
return call(draw, arg, nil, hashdup(style,relevant_keys));
}
# Serialize a style into a string.
var style_string = func(style, relevant_keys=nil) {
if (relevant_keys == nil) relevant_keys = members(style);
relevant_keys = sort(relevant_keys, cmp);
var str = "";
foreach (var k; relevant_keys) {
var m = member(style,k);
if (m == nil) continue;
if (str) str ~= ";";
str ~= k ~ ":";
str ~= serialize(m);
}
return str;
}
##
# A class to mix styling and caching. Using the above helpers it
# serializes style hashes.
#
var StyleableCacheable = {
##
# Construct an object.
# @param name Prefix to use for entries in the cache
# @param draw_func Function for the cache that will draw the
# symbol onto a group using the style parameters.
# @param cache The #SymbolCache to use for these symbols.
# @param draw_mode See #SymbolCache
# @param relevant_keys A list of keys for the style used by the
# draw_func. Although it defaults to all
# available keys, it is highly recommended
# that it be specified.
#
new: func(name, draw_func, cache, draw_mode=0, relevant_keys=nil) {
return {
parents: [StyleableCacheable],
_name: name,
_draw_func: draw_func,
_cache: cache,
_draw_mode: draw_mode,
relevant_keys: relevant_keys,
};
},
# Note: configuration like active/inactive needs
# to also use the passed style hash, unless it is
# chosen not to cache symbols that are, e.g., active.
request: func(style) {
var s = style_string(style, me.relevant_keys);
#debug.dump(style, s);
var s1 = me._name~s;
var c = me._cache.get(s1);
if (c != nil) return c;
return me.draw(style,s1);
},
render: func(element, style) {
var c = me.request(style);
c.render(element);
},
draw: func(style,s1) {
var fn = func call_draw(me._draw_func, style, arg, me.relevant_keys);
me._cache.add(s1, fn, me._draw_mode);
},
};
##
# A base class for Symbols placed on a map.
#
# Note: for the derived objects, the element is stored as obj.element.
# This is also part of the object's parents vector, which allows
# callers to use obj.setVisible() et al. However, for code that
# manipulates the element's path (if it is a Canvas Path), it is best
# to use obj.element.addSegmentGeo() et al. for consistency.
#
var Symbol = {
# Static/singleton:
registry: {},
add: func(type, class)
me.registry[type] = class,
get: func(type)
if ((var class = me.registry[type]) == nil)
__die("Symbol.get():unknown type '"~type~"'");
else return class,
# Calls corresonding symbol constructor
# @param group #Canvas.Group to place this on.
# @param layer The #SymbolLayer this is a child of.
new: func(type, group, layer, arg...) {
var ret = call((var class = me.get(type)).new, [group, layer]~arg, class);
ret.element.set("symbol-type", type);
return ret;
},
# Private constructor:
_new: func(m) {
m.style = m.layer.style;
m.options = m.layer.options;
if (m.controller != nil) {
temp = m.controller.new(m,m.model);
if (temp != nil)
m.controller = temp;
}
else __die("Symbol._new(): default controller not found");
},
# Non-static:
df_controller: nil, # default controller -- Symbol.Controller by default, see below
# Update the drawing of this object (position and others).
update: func()
__die("Abstract Symbol.update(): not implemented for this symbol type!"),
draw: func() ,
del: func() {
if (me.controller != nil)
me.controller.del(me, me.model);
try_aux_method(me.model, "del");
},
# Add a text element with styling
newText: func(text=nil, color=nil) {
var t = me.element.createChild("text")
.setDrawMode( canvas.Text.TEXT )
.setText(text)
.setFont(me.layer.style.font)
.setFontSize(me.layer.style.font_size);
if (color != nil)
t.setColor(color);
return t;
},
}; # 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("Symbol.Controller.get(): unknown type '"~type~"'");
else return class,
# Calls corresonding symbol controller constructor
# @param model Model to control this object (position and other attributes).
new: func(type, symbol, model, arg...)
return call((var class = me.get(type)).new, [symbol, model]~arg, class),
# Non-static:
# Update anything related to a particular model. Returns whether the object needs updating:
update: func(symbol, model) return 1,
# Delete an object from this controller (or delete the controller itself):
del: func(symbol, model) ,
# Return whether this model/symbol is (should be) visible:
isVisible: func(model) return 1,
# Get the position of this symbol/object:
getpos: func(model) , # default provided below
}; # of Symbol.Controller
# Add this to Symbol as the default controller, but replace the Static .new() method with a blank
Symbol.df_controller = { parents:[Symbol.Controller], new: func nil };
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 ?
##
var SingleSymbolLayer = {
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("SingleSymbolLayer constructor needs to know its parent class");
var m = {
parents: [me],
map: map,
group: group.createChild("group", me.type),
};
append(m.parents, m.group);
m.setVisible(visible);
SymbolLayer._new(m, style, controller, options);
m.symbol = Symbol.new(m.type, m.group, m, m.controller.getModel());
m.update();
return m;
},
update: func() {
if (!me.getVisible())
return;
var updater = func {
if (typeof(me.symbol.model) == 'hash') try_aux_method(me.symbol.model, "update");
me.symbol.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, "SymbolLayer.del()");
me.symbol.del();
call(SymbolLayer.del, nil, me);
},
}; # of SingleSymbolLayer
###
# set up a cache for 32x32 symbols (initialized below in load_MapStructure)
var SymbolCache32x32 = nil;
var load_MapStructure = func {
canvas.load_MapStructure = func; # disable any subsequent attempt to load
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, map, arg...) {
var m = call((var class = me.get(type)).new, [map]~arg, class);
if (!contains(m, "map"))
m.map = map;
elsif (m.map != map and !isa(m.map, map) and (
m.get_position != Map.Controller.get_position
or m.query_range != Map.Controller.query_range
or m.in_range != Map.Controller.in_range))
{ __die("m must store the map handle as .map if it uses the default method(s)"); }
},
# Default implementations:
get_position: func() {
debug.warn("get_position is deprecated");
return me.map.getLatLon()~[me.map.getAlt()];
},
query_range: func() {
debug.warn("query_range is deprecated");
return me.map.getRange() or 30;
},
in_range: func(lat, lon, alt=0) {
var range = me.map.getRange();
if(range == nil) __die("in_range: Invalid query range!");
# print("Query Range is:", range );
if (lat == nil or lon == nil) __die("in_range: lat/lon invalid");
var pos = geo.Coord.new();
pos.set_latlon(lat, lon, alt or 0);
var map_pos = me.map.getPosCoord();
if (map_pos == nil)
return 0; # should happen *ONLY* when map is uninitialized
var distance_m = pos.distance_to( map_pos );
var is_in_range = distance_m < range * NM2M;
# print("Distance:",distance_m*M2NM," nm in range check result:", is_in_range);
return is_in_range;
},
};
####### LOAD FILES #######
(func {
var FG_ROOT = getprop("/sim/fg-root");
var load = func(file, name) {
if (name == nil)
var name = split("/", file)[-1];
var code = io.readfile(file);
var code = call(func compile(code, file), [code], var err=[]);
if (size(err)) {
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;
}
#code=bind(
call(code, nil, nil, var hash = {});
# validate
var url = ' http://wiki.flightgear.org/MapStructure#';
# TODO: these rules should be extended for all main files lcontroller/scontroller and symbol
var checks = [
{ extension:'symbol', symbol:'update', type:'func', error:' update() must not be overridden:', id:300},
# Sorry, this one doesn't work with the new LineSymbol
# { extension:'symbol', symbol:'draw', type:'func', required:1, error:' symbol files need to export a draw() routine:', id:301},
# Sorry, this one doesn't work with the new SingleSymbolLayer
# { extension:'lcontroller', symbol:'searchCmd', type:'func', required:1, error:' lcontroller without searchCmd method:', id:100},
];
var makeurl = func(scope, id) url ~ scope ~ ':' ~ id;
var bailout = func(file, message, scope, id) __die(file~message~"\n"~makeurl(scope,id) );
var current_ext = split('.', file)[-1];
foreach(var check; checks) {
# check if we have any rules matching the current file extension
if (current_ext == check.extension) {
# check for fields that must not be overridden
if (check['error'] != nil and
hash[check.symbol]!=nil and !check['required'] and
typeof(hash[check.symbol])==check.type ) {
bailout(file,check.error,check.extension,check.id);
}
# check for required fields
if (check['required'] != nil and
hash[check.symbol]==nil and
typeof( hash[check.symbol]) != check.type) {
bailout(file,check.error,check.extension,check.id);
}
}
}
return hash;
};
# sets up a shared symbol cache, which will be used by all MapStructure maps and layers
canvas.SymbolCache32x32 = SymbolCache.new(1024,32);
# Find files and load them:
var contents_dir = FG_ROOT~"/Nasal/canvas/map/";
var dep_names = [
# With these extensions, in this order:
"lcontroller",
"symbol",
"scontroller",
"controller",
];
var deps = {};
foreach (var d; dep_names) deps[d] = [];
foreach (var f; directory(contents_dir)) {
var ext = size(var s=split(".", f)) > 1 ? s[-1] : nil;
foreach (var d; dep_names) {
if (ext == d) {
append(deps[d], f);
break
}
}
}
foreach (var d; dep_names) {
foreach (var f; deps[d]) {
var name = split(".", f)[0];
load(contents_dir~f, name);
}
}
})();
}; # load_MapStructure
setlistener("/nasal/canvas/loaded", load_MapStructure); # end ugly module init listener hack. FIXME: do smart Nasal bootstrapping, quod est callidus!
# 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