83d53e906d
;-)
531 lines
17 KiB
Text
531 lines
17 KiB
Text
var _MP_dbg_lvl = "info";
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var dump_obj = func(m) {
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var h = {};
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foreach (var k; keys(m))
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if (k != "parents")
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h[k] = m[k];
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debug.dump(h);
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};
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##
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# must be either of:
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# 1) draw* callback, 2) SVG filename, 3) Drawable class (with styling/LOD support)
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var SymbolDrawable = {
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new: func() {
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},
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};
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## wrapper for each element
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## i.e. keeps the canvas and texture map coordinates
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var CachedElement = {
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new: func(canvas_path, name, source, offset) {
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var m = {parents:[CachedElement] };
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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.offset = offset;
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return m;
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}, # new()
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render: func(group) {
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# create a raster image child in the render target/group
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return
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group.createChild("image", me.name)
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.setFile( me.canvas_src )
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# TODO: fix .setSourceRect() to accept a single vector for coordinates ...
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.setSourceRect(left:me.source[0],top:me.source[1],right:me.source[2],bottom:me.source[3] , normalized:0)
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.setTranslation(me.offset); # FIXME: make sure this stays like this and isn't overridden
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}, # render()
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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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# add a placement
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m.canvas_texture.addPlacement( {"type": "ref"} );
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return m;
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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 group
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var gr = me.canvas_texture.createGroup();
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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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#settimer(func debug.dump ( gr.getTransformedBounds() ), 0); # XXX: these are only updated when rendered
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#debug.dump ( gr.getTransformedBounds() );
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gr.update(); # apparently this doesn't result in sane output from .getTransformedBounds() either
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#debug.dump ( gr.getTransformedBounds() );
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# draw the symbol
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callback(gr);
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# get the bounding box, i.e. coordinates for texture map, or use the .setTranslation() params
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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+2] += me.image_sz[i];
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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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# store texture map coordinates in lookup map using the name as identifier
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me.dict[name] = CachedElement.new(me.canvas_texture.getPath(), name, coords, offset );
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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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}, # add()
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get: func(name) {
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if(!contains(me.dict,name)) die("No SymbolCache entry for key:"~ name);
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return me.dict[name];
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}, # get()
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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("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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new: func(type, group, arg...) {
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var ret = call((var class = me.get(type)).new, [group]~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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# Non-static:
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df_controller: nil, # default controller
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# Update the drawing of this object (position and others).
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update: func()
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die("update() not implemented for this symbol type!"),
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draw: func(group, model, lod)
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die("draw() not implemented for this symbol type!"),
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del: func()
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die("del() not implemented for this symbol type!"),
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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("unknown type '"~type~"'");
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else return class,
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# Calls corresonding symbol constructor
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# @param model Model to place this on.
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new: func(type, model, arg...)
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return call((var class = me.get(type)).new, [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(model) return 1,
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# Initialize a controller to an object (or initialize the controller itself):
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init: func(model) ,
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# Delete an object from this controller (or delete the controller itself):
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del: func(model) ,
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# Return whether this symbol/object is 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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var getpos_fromghost = func(positioned_g)
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return [positioned_g.lat, positioned_g.lon];
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# Generic getpos: get lat/lon from any object:
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# (geo.Coord and positioned ghost currently)
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Symbol.Controller.getpos = func(obj) {
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if (typeof(obj) == 'ghost')
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if (ghosttype(obj) == 'positioned' or ghosttype(obj) == 'Navaid' or ghosttype(obj)=='Fix' or ghosttype(obj)=='flightplan-leg')
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return getpos_fromghost(obj);
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else
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die("bad ghost of type '"~ghosttype(obj)~"'");
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if (typeof(obj) == 'hash')
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if (isa(obj, geo.Coord))
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return subvec(obj.latlon(), 0, 2);
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if (isa(obj, props.Node))
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return [
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obj.getValue("position/latitude-deg") or obj.getValue("latitude-deg"),
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obj.getValue("position/longitude-deg") or obj.getValue("longitude-deg")
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];
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if (contains(obj,'lat') and contains(obj,'lon'))
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return [obj.lat, obj.lon];
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debug.dump(obj);
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die("no suitable getpos() found! Of type: "~typeof(obj));
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};
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Symbol.Controller.equals = func(l, r) {
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if (l == r) return 1;
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var t = typeof(l);
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if (t == 'ghost')
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return 0;#l.id == r.id;
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if (t == 'hash')
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if (isa(l, props.Node))
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return l.equals(r);
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else {
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foreach (var k; keys(l))
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if (l[k] != r[k]) return 0;
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return 1;
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}
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die("bad types");
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};
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var assert_m = func(hash, member)
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if (!contains(hash, member))
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die("required field not found: '"~member~"'");
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var assert_ms = func(hash, members...)
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foreach (var m; members)
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if (m != nil) assert_m(hash, m);
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var DotSym = {
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parents: [Symbol],
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element_id: nil,
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# Static/singleton:
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makeinstance: func(name, hash) {
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if (!isa(hash, DotSym))
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die("OOP error");
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#assert_ms(hash,
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# "element_type", # type of Canvas element
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# #"element_id", # optional Canvas id
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# #"init", # initialize routine
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# "draw", # init/update routine
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# #getpos", # get position from model in [x_units,y_units] (optional)
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#);
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return Symbol.add(name, hash);
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},
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# For the instances returned from makeinstance:
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# @param group The Canvas group to add this to.
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# @param model A correct object (e.g. positioned ghost) as
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# expected by the .draw file that represents
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# metadata like position, speed, etc.
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# @param controller Optional controller "glue". Each method
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# is called with the model as the only argument.
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new: func(group, model, controller=nil) {
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var m = {
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parents: [me],
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group: group,
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model: model,
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controller: controller == nil ? me.df_controller : controller,
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element: group.createChild(
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me.element_type, me.element_id
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),
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};
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if (m.controller != nil) {
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temp = m.controller.new(m.model,m);
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if (temp != nil)
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m.controller = temp;
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m.controller.init(model);
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}
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else die("default controller not found");
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m.init();
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return m;
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},
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del: func() {
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printlog(_MP_dbg_lvl, "DotSym.del()");
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me.deinit();
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if (me.controller != nil)
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me.controller.del(me.model);
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call(func me.model.del(), nil, var err=[]); # try...
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if (err[0] != "No such member: del") # ... and either catch or rethrow
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die(err[0]);
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me.element.del();
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},
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# Default wrappers:
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init: func() me.draw(),
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deinit: func(),
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update: func() {
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if (me.controller != nil) {
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if (!me.controller.update(me.model)) return;
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elsif (!me.controller.isVisible(me.model)) {
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me.element.hide();
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return;
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}
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} else
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me.element.show();
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me.draw();
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var pos = me.controller.getpos(me.model);
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if (size(pos) == 2)
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pos~=[nil]; # fall through
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if (size(pos) == 3)
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var (lat,lon,rotation) = pos;
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else die("bad position: "~debug.dump(pos));
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me.element.setGeoPosition(lat,lon);
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if (rotation != nil)
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me.element.setRotation(rotation);
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},
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}; # of DotSym
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# A layer that manages a list of symbols (using delta positioned handling).
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var SymbolLayer = {
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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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# Non-static:
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df_controller: nil, # default controller
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df_priority: nil, # default priority for display sorting
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type: nil, # type of #Symbol to add (MANDATORY)
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id: nil, # id of the group #canvas.Element (OPTIONAL)
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# @param group A group to place this on.
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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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new: func(group, controller=nil) {
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var m = {
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parents: [me],
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group: group.createChild("group", me.id), # TODO: the id is not properly set, but would be useful for debugging purposes (VOR, FIXES, NDB etc)
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list: [],
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};
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m.searcher = geo.PositionedSearch.new(me.searchCmd, me.onAdded, me.onRemoved, m);
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# FIXME: hack to expose type of layer:
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if (caller(1)[1] == Map.addLayer) {
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var this_type = caller(1)[0].type_arg;
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if (this_type != nil)
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m.group.set("symbol-layer-type", this_type);
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}
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if (controller == nil)
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#controller = SymbolLayer.Controller.new(me.type, m);
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controller = me.df_controller;
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assert_m(controller, "parents");
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if (controller.parents[0] == SymbolLayer.Controller)
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controller = controller.new(m);
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assert_m(controller, "parents");
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assert_m(controller.parents[0], "parents");
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if (controller.parents[0].parents[0] != SymbolLayer.Controller)
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die("OOP error");
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m.controller = controller;
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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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me.searcher.update();
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foreach (var e; me.list)
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e.update();
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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.controller.del();
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foreach (var e; me.list)
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e.del();
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},
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findsym: func(model, del=0) {
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forindex (var i; me.list) {
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var e = me.list[i];
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if (Symbol.Controller.equals(e.model, model)) {
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if (del) {
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# Remove this element from the list
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# TODO: maybe C function for this? extend pop() to accept index?
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var prev = subvec(me.list, 0, i);
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var next = subvec(me.list, i+1);
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me.list = prev~next;
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}
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return e;
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}
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}
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return nil;
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},
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searchCmd: func() me.controller.searchCmd(),
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# Adds a symbol.
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onAdded: func(model)
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append(me.list, Symbol.new(me.type, me.group, model)),
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# Removes a symbol.
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onRemoved: func(model) {
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if (me.findsym(model, 1)) die("model not found");
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call(func model.del, nil, var err = []);
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# ignore errors
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# TODO: ignore only missing member del() errors? and only from the above line?
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# Note: die(err[0]) rethrows it; die(err[0]~"") does not.
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},
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}; # of SymbolLayer
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# Class to manage controlling a #SymbolLayer.
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# Currently handles:
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# * Searching for new symbols (positioned ghosts or other objects with unique id's).
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# * Updating the layer (e.g. on an update loop or on a property change).
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SymbolLayer.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 layer The #SymbolLayer this controller is responsible for.
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new: func(type, layer, arg...)
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return call((var class = me.get(type)).new, [layer]~arg, class),
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# Non-static:
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run_update: func() {
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me.layer.update();
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},
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# @return List of positioned objects.
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searchCmd: func()
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die("searchCmd() not implemented for this SymbolLayer.Controller type!"),
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}; # of SymbolLayer.Controller
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var AnimatedLayer = {
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};
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var CompassLayer = {
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};
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var AltitudeArcLayer = {
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};
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var load_MapStructure = func {
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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, layer, arg...)
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return call((var class = me.get(type)).new, [map]~arg, class),
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};
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####### LOAD FILES #######
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#print("loading 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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#print(file);
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if (name == nil)
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var name = split("/", file)[-1];
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if (substr(name, size(name)-4) == ".draw")
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name = substr(name, 0, size(name)-5);
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#print("reading file");
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var code = io.readfile(file);
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#print("compiling file");
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# This segfaults for some reason:
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#var code = call(compile, [code], var err=[]);
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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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#print("handling error");
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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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#print("calling code");
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call(code, nil, nil, var hash = {});
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#debug.dump(keys(hash));
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return hash;
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};
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var load_deps = func(name) {
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load(FG_ROOT~"/Nasal/canvas/map/"~name~".lcontroller", name);
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load(FG_ROOT~"/Nasal/canvas/map/"~name~".symbol", name);
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load(FG_ROOT~"/Nasal/canvas/map/"~name~".scontroller", name);
|
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}
|
|
|
|
foreach( var name; ['VOR','FIX','NDB','DME','WPT','TFC'] )
|
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load_deps( name );
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load(FG_ROOT~"/Nasal/canvas/map/aircraftpos.controller", name);
|
|
|
|
###
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|
# set up a cache for 32x32 symbols
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|
var SymbolCache32x32 = SymbolCache.new(1024,32);
|
|
|
|
var drawVOR = func(color, width=3) return func(group) {
|
|
# print("drawing vor");
|
|
var bbox = group.createChild("path")
|
|
.moveTo(-15,0)
|
|
.lineTo(-7.5,12.5)
|
|
.lineTo(7.5,12.5)
|
|
.lineTo(15,0)
|
|
.lineTo(7.5,-12.5)
|
|
.lineTo(-7.5,-12.5)
|
|
.close()
|
|
.setStrokeLineWidth(width)
|
|
.setColor( color );
|
|
# debug.dump( bbox.getBoundingBox() );
|
|
};
|
|
|
|
var cachedVOR1 = SymbolCache32x32.add( "VOR-BLUE", drawVOR( color:[0, 0.6, 0.85], width:3), SymbolCache.DRAW_CENTERED );
|
|
var cachedVOR2 = SymbolCache32x32.add( "VOR-RED" , drawVOR( color:[1.0, 0, 0], width: 3), SymbolCache.DRAW_CENTERED );
|
|
var cachedVOR3 = SymbolCache32x32.add( "VOR-GREEN" , drawVOR( color:[0, 1, 0], width: 3), SymbolCache.DRAW_CENTERED );
|
|
var cachedVOR4 = SymbolCache32x32.add( "VOR-WHITE" , drawVOR( color:[1, 1, 1], width: 3), SymbolCache.DRAW_CENTERED );
|
|
|
|
# STRESS TEST
|
|
if (0) {
|
|
for(var i=0;i <= 1024/32*4 - 4; i+=1)
|
|
SymbolCache32x32.add( "VOR-YELLOW"~i , drawVOR( color:[1, 1, 0], width: 3) );
|
|
|
|
var dlg = canvas.Window.new([640,320],"dialog");
|
|
var my_canvas = dlg.createCanvas().setColorBackground(1,1,1,1);
|
|
var root = my_canvas.createGroup();
|
|
|
|
SymbolCache32x32.get(name:"VOR-BLUE").render( group: root ).setGeoPosition(getprop("/position/latitude-deg"),getprop("/position/longitude-deg"));
|
|
}
|
|
|
|
})();
|
|
#print("finished loading files");
|
|
####### TEST SYMBOL #######
|
|
|
|
canvas.load_MapStructure = func;
|
|
|
|
}; # load_MapStructure
|
|
|
|
setlistener("/nasal/canvas/loaded", load_MapStructure); # end ugly module init listener hack
|