a9576e8c8d
- get rid of global variables and use instance variables - identified all important drawing routines and move them into *.draw files - changed to dynamic loading of *.draw *.model and *.layer files - implemented poor-man's controller hash to move use-case specific conditionals out of the draw files, and back into the instantiation, i.e. Gijs' EFIS class - started identifying stuff that is not specific to drawing, but to what is to be drawn, i.e. Model stuff - such as positioned queries, moved those out into *.model files - some more work on supporting more than a single ND MFD instance per aircraft - renamed a handful of SVG identifiers to avoid naming conflicts and to simplify usage of SVG IDs as member fields - moved all of the setlistener setup out of the fdm-initialized stub right into the ctor of the Efis class (actually that's controller stuff...) - initial MapStructure framework - aircraft-agnostic NavDisplay class - preparations for deprecating map.nas - additions to canvas.map - preparations for making NDStyles configurable via XML
438 lines
17 KiB
Text
438 lines
17 KiB
Text
###
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# map.nas - provide a high level method to create typical maps in FlightGear (airports, navaids, fixes and waypoints) for both, the GUI and instruments
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# implements the notion of a "layer" by using canvas groups and adding geo-referenced elements to a layer
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# layered maps are linked to boolean properties so that visibility can be easily toggled (via GUI checkboxes or cockpit hotspots)
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# without having to redraw other layers
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#
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# GOALS: have a single Nasal/Canvas wrapper for all sort of maps in FlightGear, that can be easily shared and reused for different purposes
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#
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# DESIGN: ... is slowly evolving, but still very much beta for the time being
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#
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# API: not yet documented, but see eventually design.txt (will need to add doxygen-strings then)
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#
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# PERFORMANCE: will be improved, probabaly by moving some features to C++ space and optimizing things there
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#
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#
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# ISSUES: just look for the FIXME and TODO strings - currently, the priority is to create an OOP/MVC design with less specialized code in XML files
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#
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#
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# REGRESSIONS: 744 ND: toggle layer on/off, support different dialogs
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#
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# ROADMAP: Generalize this further, so that:
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#
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# - it can be easily reused
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# - it uses a MVC approach, where layer-specific data is provided by a Model object
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# - other dialogs can use this without tons of custom code (airports.xml, route-manager.xml, map-canvas.xml)
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# - generalize this further so that it can be used by MFDs/instruments
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# - implement additional layers (tcas, wxradar, agradar) - especially expose the required data to Nasal
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# - implement better GUI support (events) so that zooming/panning via mouse can be supported
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# - make the whole thing styleable
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#
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# - keep track of things getting added here and decide if they should better move to the core canvas module or the C++ code
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#
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#
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# C++ RFEs:
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# - overload findNavaidsWithinRange() to support an optional position argument, so that arbitrary navaids can be looked up
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# - add Nasal extension function to get scenery vector data (landclass)
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# -
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# -
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#
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#FIXME: this is a hack so that dialogs can register their own
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# callbacks that are automatically invoked at the end of the
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# generic-canvas-map.xml file (canvas/nasal section)
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var callbacks = [];
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var register_callback = func(c) append(callbacks, c);
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var run_callbacks = func foreach(var c; callbacks) c();
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var DEBUG=0;
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if (DEBUG) {
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var benchmark = debug.benchmark;
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} else {
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var benchmark = func(label, code) code(); # NOP
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}
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var assert = func(label, expr) expr and die(label);
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# Mapping from surface codes to colors (shared by runways.draw and taxiways.draw)
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var SURFACECOLORS = {
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1 : { type: "asphalt", r:0.2, g:0.2, b:0.2 },
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2 : { type: "concrete", r:0.3, g:0.3, b:0.3 },
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3 : { type: "turf", r:0.2, g:0.5, b:0.2 },
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4 : { type: "dirt", r:0.4, g:0.3, b:0.3 },
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5 : { type: "gravel", r:0.35, g:0.3, b:0.3 },
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# Helipads
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6 : { type: "asphalt", r:0.2, g:0.2, b:0.2 },
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7 : { type: "concrete", r:0.3, g:0.3, b:0.3 },
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8 : { type: "turf", r:0.2, g:0.5, b:0.2 },
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9 : { type: "dirt", r:0.4, g:0.3, b:0.3 },
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0 : { type: "gravel", r:0.35, g:0.3, b:0.3 },
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};
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###
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# ALL LayeredMap "draws" go through this wrapper, which makes it easy to check what's going on:
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var draw_layer = func(layer, callback, lod) {
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var name= layer._view.get("id");
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# print("Canvas:Draw op triggered"); # just to make sure that we are not adding unnecessary data when checking/unchecking a checkbox
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#if (DEBUG and name=="taxiways") fgcommand("profiler-start"); #without my patch, this is a no op, so no need to disable
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#print("Work items:", size(layer._model._elements));
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benchmark("Drawing Layer:"~layer._view.get("id"), func
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foreach(var element; layer._model._elements) {
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#print(typeof(layer._view));
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#debug.dump(layer._view);
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callback(layer._view, element, layer._controller, lod); # ISSUE here
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});
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if (! layer._model.hasData() ) print("Layer was EMPTY:", name);
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#if (DEBUG and name=="taxiways") fgcommand("profiler-stop");
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layer._drawn=1; #TODO: this should be encapsulated
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}
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# Runway
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#
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var Runway = {
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# Create Runway from hash
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#
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# @param rwy Hash containing runway data as returned from
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# airportinfo().runways[ <runway designator> ]
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new: func(rwy) {
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return {
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parents: [Runway],
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rwy: rwy
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};
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},
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# Get a point on the runway with the given offset
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#
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# @param pos Position along the center line
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# @param off Offset perpendicular to the center line
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pointOffCenterline: func(pos, off = 0) {
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var coord = geo.Coord.new();
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coord.set_latlon(me.rwy.lat, me.rwy.lon);
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coord.apply_course_distance(me.rwy.heading, pos);
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if(off)
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coord.apply_course_distance(me.rwy.heading + 90, off);
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return ["N" ~ coord.lat(), "E" ~ coord.lon()];
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}
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};
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var make = func return {parents:arg};
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##
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# A layer model is just a wrapper for a vector with elements
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# either updated via a timer or via a listener (or both)
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var LayerModel = {_elements:[], _view:, _controller:{query_range:func 100}, };
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LayerModel.new = func make(LayerModel);
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LayerModel.clear = func me._elements = [];
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LayerModel.push = func (e) append(me._elements, e);
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LayerModel.get = func me._elements;
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LayerModel.update = func;
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LayerModel.hasData = func size(me. _elements);
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LayerModel.setView = func(v) me._view=v;
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LayerModel.setController = func(c) me._controller=c;
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##
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# A layer is mapped to a canvas group
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# Layers are linked to a single boolean property to toggle them on/off
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## FIXME: this is GUI specific ATM
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var Layer = {
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_model: ,
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_view: ,
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_controller: ,
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_drawn:0,
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};
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Layer.new = func(group, name, model, controller=nil) {
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#print("Setting up new Layer:", name);
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var m = make(Layer);
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m._model = model.new();
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if (controller!=nil) {
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m._controller = controller;
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m._model._controller = controller;
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}
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else # use the default controller (query_range for positioned queries =100nm)
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m._controller = m._model._controller;
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#print("Model name is:", m._model.name);
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m._view = group.createChild("group",name);
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m._model._view = m;
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m.name = name; #FIXME: not needed, there's already _view.get("id")
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return m;
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}
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Layer.hide = func me._view.setVisible(0);
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Layer.show = func me._view.setVisible(1);
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#TODO: Unify toggle and update methods - and support lazy drawing (make it optional!)
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Layer.toggle = func {
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# print("Toggling layer");
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var checkbox = getprop(me.display_layer);
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if(checkbox and !me._drawn) {
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# print("Lazy drawing");
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me.draw();
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}
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#var state= me._view.getBool("visible");
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#print("Toggle layer visibility ",me.display_layer," checkbox is", checkbox);
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#print("Layer id is:", me._view.get("id"));
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#print("Drawn is:", me._drawn);
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checkbox?me._view.setVisible(1) : me._view.setVisible(0);
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}
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Layer.reset = func {
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me._view.removeAllChildren(); # clear the "real" canvas drawables
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me._model.clear(); # the vector is used for lazy rendering
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assert("Model not emptied during layer reset!", me._model.hasData() );
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me._drawn = 0;
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}
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#TODO: Unify toggle and update FIXME: GUI specific, not needed for 744 ND.nas
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Layer.update = func {
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# print("Layer update: Check if layer is visible, if so, draw");
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if (contains(me, "display_layer")) #UGLY HACK
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if (! getprop(me.display_layer)) return; # checkbox for layer not set
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if (!me._model.hasData() ) return; # no data available
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# print("Trying to draw");
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me.draw();
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}
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Layer.setDraw = func(callback) me.draw = callback;
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Layer.setController = func(c) me._controller=c; # TODO: implement
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Layer.setModel = func(m) nil; # TODO: implement
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##
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# A layered map consists of several layers
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# TODO: Support nested LayeredMaps, where a LayeredMap may contain other LayeredMaps
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# TODO: use MapBehavior here and move the zoom/refpos methods there, so that map behavior can be easily customized
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var LayeredMap = {
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ranges:[],
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zoom_property:nil, listeners:[],
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update_property:nil, layers:[],
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};
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LayeredMap.new = func(parent, name)
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return make(LayeredMap, parent.createChild("map",name) );
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LayeredMap.listen = func(p,c) { #FIXME: listening should be managed by each m/v/c separately
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# print("Setting up LayeredMap-managed listener:", p);
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append(me.listeners, setlistener(p, c));
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}
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LayeredMap.initializeLayers = func {
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# print("initializing all layers and updating");
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foreach(var l; me.layers)
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l.update();
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}
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LayeredMap.setRefPos = func(lat, lon) {
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# print("RefPos set");
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me._node.getNode("ref-lat", 1).setDoubleValue(lat);
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me._node.getNode("ref-lon", 1).setDoubleValue(lon);
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me; # chainable
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}
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LayeredMap.setHdg = func(hdg) {
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me._node.getNode("hdg",1).setDoubleValue(hdg);
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me; # chainable
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}
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LayeredMap.updateZoom = func {
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var z = me.zoom_property.getValue() or 0;
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z = math.max(0, math.min(z, size(me.ranges) - 1));
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me.zoom_property.setIntValue(z);
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var zoom = me.ranges[size(me.ranges) - 1 - z];
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# print("Setting zoom range to:", zoom);
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benchmark("Zooming map:"~zoom, func {
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me._node.getNode("range", 1).setDoubleValue(zoom);
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# TODO update center/limit translation to keep airport always visible
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});
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me; #chainable
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}
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# this is a huge hack at the moment, we need to encapsulate the setRefPos/setHdg methods, so that they are exposed to XML space
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#
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LayeredMap.updateState = func {
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# center map on airport TODO: should be moved to a method and wrapped with a controller so that behavior can be customized
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#var apt = me.layers[0]._model._elements[0];
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# FIXME:
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#me.setRefPos(lat:me._refpos.lat, lon:me._refpos.lon);
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me.setHdg(0.0);
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me.updateZoom();
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}
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#
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# TODO: this is currently GUI specific and not re-usable for instruments
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LayeredMap.setupZoom = func(dialog) {
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var dlgroot = dialog.getNode("features/dialog-root").getValue();#FIXME: GUI specific - needs to be re-implemented for instruments
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me.zoom_property = props.globals.getNode(dlgroot ~"/"~dialog.getNode("features/range-property").getValue(), 1); #FIXME: this doesn't belong here, need to be in ctor instead !!!
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ranges=dialog.getNode("features/ranges").getChildren("range");
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if( size(me.ranges) == 0 )
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# TODO check why this gets called everytime the dialog is opened
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foreach(var r; ranges)
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append(me.ranges, r.getValue() );
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# print("Setting up Zoom Ranges:", size(ranges)-1);
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me.listen(me.zoom_property, func me.updateZoom() );
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me.updateZoom();
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me; #chainable
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}
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LayeredMap.setZoom = func {} #TODO
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LayeredMap.resetLayers = func {
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benchmark("Resetting LayeredMap",
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func foreach(var l; me.layers) { #TODO: hide all layers, hide map
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l.reset();
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}
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);
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}
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#FIXME: listener management should be done at the MVC level, for each component - not as part of the LayeredMap!
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LayeredMap.cleanup_listeners = func {
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# print("Cleaning up listeners");
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foreach(var l; me.listeners)
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removelistener(l);
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# TODO check why me.listeners = []; doesn't work. Maybe this is a Nasal bug
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# and the old vector is somehow used again.
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setsize(me.listeners, 0);
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}
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###
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# GenericMap: A generic map is a layered map that puts all supported features on a different layer (canvas group) so that
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# they can be individually toggled on/off so that unnecessary updates are avoided, there are methods to link layers to boolean properties
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# so that they can be easily associated with GUI properties (checkboxes) or cockpit hotspots
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# TODO: generalize the XML-parametrization and move it to a helper class
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var GenericMap = { };
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GenericMap.new = func(parent, name) make(LayeredMap.new(parent:parent, name:name), GenericMap);
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GenericMap.setupLayer = func(layer, property) {
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var l = MAP_LAYERS[layer].new(me, layer,nil); # Layer.new(me, layer);
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l.display_layer = property; #FIXME: use controller object instead here and this overlaps with update_property
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#print("Set up layer with toggle property=", property);
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l._view.setVisible( getprop(property) ) ;
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append(me.layers, l);
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return l;
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}
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# features are layers - so this will do layer setup and then register listeners for each layer
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GenericMap.setupFeature = func(layer, property, init ) {
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var l=me.setupLayer( layer, property );
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me.listen(property, func l.toggle() ); #TODO: should use the controller object here !
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l._model._update_property=property; #TODO: move somewhere else - this is the property that is mapped to the CHECKBOX
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l._model._view = l; #FIXME: very crude, set a handle to the view(group), so that the model can notify it (for updates)
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l._model._map = me; #FIXME: added here so that layers can send update requests to the parent map
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#print("Setting up layer init for property:", init);
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l._model._input_property = init; # FIXME: init property = input property - needs to be improved!
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me.listen(init, func l._model.init() ); #TODO: makes sure that the layer's init method for the MODEL is invoked
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me; #chainable
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};
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# This will read in the config and procedurally instantiate all requested layers and link them to toggle properties
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# FIXME: this is currently GUI specific and doesn't yet support instrument use, i.e. needs to be generalized further
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GenericMap.pickupFeatures = func(DIALOG_CANVAS) {
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var dlgroot = DIALOG_CANVAS.getNode("features/dialog-root").getValue();
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# print("Picking up features for:", DIALOG_CANVAS.getPath() );
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var layers=DIALOG_CANVAS.getNode("features").getChildren("layer");
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foreach(var n; layers) {
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var name = n.getNode("name").getValue();
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var toggle = n.getNode("property").getValue();
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var init = n.getNode("init-property").getValue();
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init = dlgroot ~"/"~init;
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var property = dlgroot ~"/"~toggle;
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# print("Adding layer:",n.getNode("name").getValue() );
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me.setupFeature(name, property, init);
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}
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me; #chainable
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}
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# NOT a method, cmdarg() is no longer meaningful when the canvas nasal block is executed
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# so this needs to be called in the dialog's OPEN block instead - TODO: generalize
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#FIXME: move somewhere else, this really is a GUI helper and should probably be generalized and moved to gui.nas
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GenericMap.setupGUI = func (dialog, group) {
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var group = globals.gui.findElementByName(cmdarg() , group);
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var layers=dialog.getNode("features").getChildren("layer");
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var template = dialog.getNode("checkbox-toggle-template");
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var dlgroot = dialog.getNode("features/dialog-root").getValue();
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var zoom = dlgroot ~"/"~ dialog.getNode("features/range-property").getValue();
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var i=0;
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foreach(var n; layers) {
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var name = n.getNode("name").getValue();
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var toggle = dlgroot ~ "/" ~ n.getNode("property").getValue();
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var label = n.getNode("description",1).getValue() or name;
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#var query_range = n.getNode("nav-query-range-property").getValue();
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#print("Query Range:", query_range);
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var default = n.getNode("default",1).getValue();
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default = (default=="enabled")?1:0;
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#print("Layer default for", name ," is:", default);
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setprop(toggle, default); # set the checkbox to its default setting
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var hide_checkbox = n.getNode("hide-checkbox",1).getValue();
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hide_checkbox = (hide_checkbox=="true")?1:0;
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var checkbox = group.getChild("checkbox",i, 1); #FIXME: compute proper offset dynamically, will currently overwrite other existing checkboxes!
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props.copy(template, checkbox);
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checkbox.getNode("name").setValue("display-"~name);
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checkbox.getNode("label").setValue(label);
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checkbox.getNode("property").setValue(toggle);
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checkbox.getNode("binding/object-name").setValue("display-"~name);
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checkbox.getNode("enabled",1).setValue(!hide_checkbox);
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i+=1;
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}
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#now add zoom buttons procedurally:
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var template = dialog.getNode("zoom-template");
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template.getNode("button[0]/binding[0]/property[0]").setValue(zoom);
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template.getNode("text[0]/property[0]").setValue(zoom);
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template.getNode("button[1]/binding[0]/property[0]").setValue(zoom);
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template.getNode("button[1]/binding[0]/max[0]").setValue( i );
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props.copy(template, group);
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}
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# this is currently "directly" invoked via a listener, needs to be changed
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# to use the controller object instead
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# TODO: adopt real MVC here
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# FIXME: this must currently be explicitly called by the model, we need to use a wrapper to call it automatically instead!
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LayerModel.notifyView = func () {
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# print("View notified");
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me._view.update(); # update the layer/group
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### UGLY: disabled for now (probably breaks airport GUI dialog !)
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### me._map.updateState(); # update the map
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}
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# TODO: a "MapLayer" is a full MVC implementation that is owned by a "LayeredMap"
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var MAP_LAYERS = {};
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var register_layer = func(name, layer) MAP_LAYERS[name]=layer;
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var MVC_FOLDER = getprop("/sim/fg-root") ~ "/Nasal/canvas/map/";
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var load_modules = func(vec, ns='canvas')
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foreach(var file; vec)
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io.load_nasal(MVC_FOLDER~file, ns); # TODO: should probably be using a different/sub-namespace!
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# read in the file names dynamically: *.draw, *.model, *.layer
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var files_with = func(ext) {
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var results = [];
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var all_files = directory(MVC_FOLDER);
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|
foreach(var file; all_files) {
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if(substr(file, -size(ext)) != ext) continue;
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append(results, file);
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}
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|
return results;
|
|
}
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foreach(var ext; var extensions = ['.draw','.model','.layer'])
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load_modules(files_with(ext));
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|
|
|
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# canvas.MFD = {EFIS:}; # where we'll be storing all MFDs
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# TODO: should be inside a separate subfolder, i.e. canvas/map/mfd
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|
load_modules( files_with('.mfd'), 'canvas' );
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